Galerie de cartes mentales Backrooms(backroom darkroom)
The back room series is here. There are many classifications of levels in the back room. Starting from Level 0, different levels and concepts are gradually expanded and proposed. The interactions and rules between levels are also an important part of the backroom setting.
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This is a mind map about the reproductive development of animals, and its main contents include: insects, frogs, birds, sexual reproduction, and asexual reproduction. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about bacteria, and its main contents include: overview, morphology, types, structure, reproduction, distribution, application, and expansion. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about plant asexual reproduction, and its main contents include: concept, spore reproduction, vegetative reproduction, tissue culture, and buds. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about the reproductive development of animals, and its main contents include: insects, frogs, birds, sexual reproduction, and asexual reproduction. The summary is comprehensive and meticulous, suitable as review materials.
↑(-) negative level Backrooms(Backroom/Darkroom) ↓( ) Positive level
Level0 (Manila Room)
Level difficulty:
Hierarchy image:
Level introduction: 1. The Manila Room is a small room that is rarely found in Level 0 and often serves as a safe meeting place for wanderers traveling through the level. 2. The Manila room is an independent square room with thicker walls. It is located at Level 0 and is named after its unique beige color for the wallpaper. It contains a small amount of slightly different looking furniture, usually just a table and a chair, and 1 to 4 entrances. 3. The Manila Room is generally used as a meeting point for wanderers because despite the ever-changing and isolated nature of Level 0, everyone can always find the Manila Room in the same location and it does not have the same effect as Level 0 , i.e. preventing wanderers from meeting each other. This makes the wanderer appear to disappear upon entry. Care should be taken to avoid entering from the same entrance at the same time.
Hierarchy phenomenon: 1. The lighting in the Manila room is almost the same as Level 0 and produces the same annoying noise. However, the brightness of these lights varies greatly, and they are known to fluctuate over time, resulting in occasional periods of complete darkness. 2. No standard entity has ever been observed in the Manila Room; however, knocking and banging sounds are said to come from the walls, leading some to believe that one or more entities may be present within the walls. These noises were reported to be greatest during lights-off periods.
Tier Item: Document 1. The Manila Room is used to store documents used by M.E.G. to explain the back room to new wanderers and provide them with necessary information. About 36% of them stated that these documents were crucial to escaping Level 0. 2. All documents are stored in folders stamped with the M.E.G. badge and placed on tables (if available), but these documents occasionally disappear with normal changes in the room and need to be replaced when the loss is reported. 3. Documents stored here cover a variety of topics, most notably noclipping, a field guide to the most common and dangerous entities, and a guide to levels of importance. Check out the sample document below.
Level0 (teaching level)
Level difficulty:
Hierarchy image:
Level introduction: 1. Level 0 is the first level of the back room, and it is also the first level that many people encounter. 2. Level 0 is a non-linear space with an appearance similar to the storage back room of a retail store. Similar to its previously identified form, all rooms in Level 0 appear to have a uniform appearance with common surface features, such as yellowed wallpaper, damp carpets, and fluorescent light fixtures installed in inconsistent ways. However, no two identical rooms exist on this floor. 3. The fluorescent lamps installed in the space on this floor keep flickering irregularly and buzzing at a constant frequency. The noise was particularly loud and significantly harsher than what normal fluorescent lights could produce, and attempts to inspect the light fixtures to determine the source of the noise failed. The composition of the substance that soaked the carpet has never been identified. It is neither water nor safe to drink. 4. In Level 0, linear space changes considerably; so much so that it is possible to walk in a straight line only to return to the starting point, and retracing your steps will result in a new and different set of rooms replacing the ones you have passed. Appear. Because of this, and the visual similarities between the rooms, trying to navigate the back room stably is difficult. Devices such as compasses and GPS locators do not function properly in this layer, and radio communications become distorted and unreliable. 5. Level 0 is completely static and lifeless. Although it is the main entrance to the back room, no one has ever reported contact with other homeless people on this level. It is presumed that the vast majority of personnel died before leaving the level, with possible causes of death including dehydration, starvation, sensory deprivation, and psychological trauma from isolation. However, no bodies have been reported found to support these presumed deaths. Attempting to enter Level 0 as a group will result in the group being separated and separated until the group exits the level.
Phenomena produced by levels: hallucinations 1. The noise volume of the fluorescent lights gradually increases to a deafening level, 2. Then it suddenly goes silent. 3. Observe the appearance of the door. 4. Observe the appearance of stairs. 5. Sudden sense of déjà vu (déjà vu). 6. Hearing sounds similar to human speech, but the content is not close to any known language. 7. Use your peripheral vision to spot an insect-like object crawling under the wallpaper when your vision moves. It will disappear once you look directly at the wall. 8. Hear a squeaking sound similar to that of an insect.
Hierarchical entities: 1. There is no known entity in this layer, including other humans. If you see, hear, or encounter anything you believe to be another wanderer, it is not human.
import and export:
Level entry: 1. "No-clipping" the boundaries of reality due to accident is the most unified way to enter Level 0. Furthermore, this is also the unified way to enter the entire back room world. See "Basic Back Room Survival Guide" for more information. 2. In the fortress of Level 283, there are extremely rare wooden doors that emit a musty smell; these doors lead to Level 0.
Level exit: 1. The only way to leave Level 0 is to "noclip" the level, which usually results in the wanderer entering Level 1. Since novices who have just entered Level 0 are usually not familiar with the mechanics of the back room, in order to leave this level, it is necessary to maintain awareness of your location and quickly adapt to the current environment. (Special) Export: 1. The entrance to the Manila Room is very rare, but may be reached after traveling an extremely long distance in any direction. Unlike Level 0, wanderers can meet freely in the Manila Room, but this room is a dead end and there is no exit from Level 0. More precisely, it functioned as a gathering room for wanderers who had survived the long journey. 2. In addition, documents from M.E.G. can be found in the Manila room, which can help newcomers survive and escape. Instructions on how to "cut out" can be found in [DATA LOST].
Level0.1 (zenith station)
Level difficulty:
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Level introduction: 1. Level 0.1 is a huge building embedded in Level 0. Although the building is large enough to be divided into sub-levels, it is speculated that Level 0.1 itself should be completely contained within its parent level. It is worth noting that when viewed from inside Level 0.1, Level 0 appears to be a multi-layered identical building structure, stacked vertically on top of each other; however, when drilling into the ground or ceiling inside Level 0, it will not reach other buildings on the same level. area. 2. Level 0.1 is mainly made of steel and glass and contains many rooms and cabins. The architectural style is smooth and flat, which can almost be called a futuristic style. However, the main body of the building structure showed signs of severe damage, with exposed cables and damaged electronic equipment visible throughout the sub-levels. 3. Although this sub-level has not yet been fully explored, it is known that there is a large hollow area within it, which is believed to be the center of the entire structure. By extending this, the overall picture of the building can be inferred more accurately. The appearance of this sub-level should be that of an extremely large spherical shell containing the huge hollow area mentioned above. The thickness of the sphere itself is astonishing, almost as wide as dozens of city blocks. 4. Inside the spherical shell, there are a large number of well-lit rooms, including bedrooms, kitchens, fitness rooms, and even hydroponic greenhouses; these rooms are all in varying degrees of disrepair. Most of the rooms are connected to each other by automatic sliding doors. Although the rooms themselves are dilapidated, many of these automatic doors are still functioning normally. Additionally, there are numerous robots of various types wandering around this sublevel. Only a few of them are still working and can perform automated tasks such as cleaning, cooking, etc. 5. Temperature, lighting and other conditions within this sub-level vary greatly, mainly depending on the degree of damage to the area. In most of the cabin, the lighting worked relatively normally and the temperature stayed around room temperature. However, the severely damaged parts of Level 0.1 are almost completely dark, and a few areas experience extremely cold or extremely hot temperatures, almost reaching lethal levels. It is speculated that this phenomenon is caused by a malfunction of some kind of temperature control system inside the building. 6. Level 0.1 has the same abnormal characteristics as Level 0, such as the inability of wanderers to meet each other, the failure of all navigation and communication equipment, and general audio-visual hallucinations. Therefore, Level 0.1 is not a habitable level, and it is difficult to establish an outpost there. However, a large amount of materials found in this sub-level are highly precious, and there is evidence that members of B.N.T.G. will enter it regularly to collect materials within Level 0.1. However, M.E.G. does not recommend that the Rangers enter Level 0.1 because Level 0 itself can still pose a sufficient threat, and leaving Level 0 is not easy.
Level import and export: 1. Wanderers can easily move between Level 0 and Level 0.1 by simply walking directly into the corresponding area. However, since Level 0 itself is extremely wide, it is almost impossible to encounter Level 0.1 in the endless corridors. In other words, this means that B.N.T.G. has a currently unknown method that can reliably lead to Level 0.1. Otherwise it would be impossible to explain why there is a large amount of material produced in this sub-tier circulating on its market. 2In addition to returning directly to its parent level, Level 0.1 can also leave by randomly cutting out. Doing so will usually lead to Level 1, and may return to Level 0.
Level0.1 (Reinvented Chaos)
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Level introduction: 1. Level 0.2 is a sub-level between Level 0 and Level 1 in the back room, which was created by the back room decoration company. 2. Without involving any content within this level, Level 0.2 seems to be a "remodeled" version of Level 0. This level appears to have been completely improved upon first glance, with crisp red carpets, freshly painted white walls, constantly working WiFi and power sockets, and the occasional restroom. Unlike most levels, Level 0.2 originated from a construction attempt by a mysterious interest group "Back Room Decoration Company" to reshape Level 0. 3. After entering Level 0.2, this level will begin to collapse. Ceiling tiles can fall off, walls can collapse, and floors can cave in, revealing an unfinished-looking house. This is very dangerous for any wanderer who might enter this level, as debris may fall off the wanderer's head, and the dust afterwards can become very dangerous. This destructive chain reaction will stop upon reaching the door returning to Level 0, and the level will be completely repaired upon re-entering, as if nothing happened. It is unclear whether this phenomenon was caused intentionally by employees of the "Back Room Decoration Company".
Hierarchy: Base, Outpost, and Community No known bases, outposts, or communities exist at this level.
import and export
Level entry: 1. Getting into Level 0.2 is fairly easy. When the buzz of the lights in Level 0 subsides, the carpets dry, and the room starts to look like it's under construction, there's a chance you'll find a door leading to Level 0.2. door.
Level exit: 1. You can leave here in the same way as you entered this level. Finding a door will take you back to Level 0.
Level0.3 (ice room)
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Level introduction: 1. Level 0.3 is a sub-level of Level 0. 2. The appearance of this level is almost identical to Level 0. But there's still...ice. Everywhere.
Level1 (livable zone)
Level difficulty:
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Level introduction: 1. Level 1 is the second floor of the back room. 2. Level 1 is a huge and endless warehouse with concrete floors and walls, exposed steel bars, and a mist of unknown origin suspended in the lower levels. This mist often condenses, forming unevenly distributed puddles on the ground. Unlike Level 0, this level has a constant supply of water and electricity, and as long as proper precautions are taken, homeless people can live here indefinitely. It is also much larger, with stairs, elevators, separate rooms and corridors. 3. Some supply boxes will randomly appear (or disappear) in this level, usually containing some important supplies (such as food, almond water, batteries, tarps, weapons, clothing, medical supplies, etc.) and some useless items. Due to the nature of the box contents, they should be treated with caution. But at the same time they are also valuable resources. 4. In addition, crude graffiti and paintings with no obvious origin or meaning appear on the walls and floors. It is understood that in the dark or when no one is looking directly at the graffiti, the appearance of these graffiti will change or disappear directly. Lamps in Level 1 are prone to flickering or random malfunctions; when this occurs, supplies may disappear inexplicably, and hostile entities may appear. These entities rarely appear and attack in groups, and appear to tend to avoid contact with lights and crowds. It is recommended to carry a reliable light source and hold onto any items you don't want to lose while sleeping or resting.
Level food: 1. Food, almond water, batteries, tarps, weapons, clothing, and medical supplies
Hierarchical buildings: base, outpost, community, merchant's house, restaurant M.E.G. (Explorer General) Alpha Base: 1. This is the first major base of M.E.G. 2. About half of the groups and teams live here, mainly providing housing for explorers and supply outposts shared with B.N.T.G. 3. This base is very close to an entrance to Level 1. 4. Strict protection against threats such as physical attacks. B.N.T.G. Merchant House: 1. The merchant's house is a large comprehensive building similar to a city. 2. There are approximately 412 non-hostile residents. 3. Have basic social infrastructure. 4. The main supply center for wanderers. 5. The trader's vault is set up in the Level 1 storage hall. 6. Have good communication and exchange relationship with The M.E.G. Tom's restaurant: 1. Run by Tom, who was a chef before moving into the back room. 2. Have a large amount of food storage, supplied monthly by B.N.T.G. 3. Tom is an affable and optimistic person, and his restaurant is also 4. It is a small social center.
import and export
Level entry: 1. You can enter this level from Level 0. There are many entrances to this level; it is possible to enter Level 1 by opening any normal door in any of the many levels. In addition, climbing a tree in Level 11.1, completing the fifth event in Level 92, and completing the King's Trial in Level 94 are all reliable ways to return to Level 1.
Level exit: 1. You only need to continue exploring the back room to leave Level 1. Level 2 can usually be reached by wandering along any extended corridor, Level 19 can be reached by finding a hole in the wall, and if you cut out where there is graffiti on the ceiling, you can get to a party!
Level1.1 (Corridor of Corruption)
Level difficulty:
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Level introduction: 1. Level 1.1 is a sub-level of Level 1. It resembles a long, straight corridor, the length of which is yet to be determined. 2. Level 1.1 is a straight and narrow corridor in Level 1, the length of which it extends has not yet been determined. Its walls are made of slag bricks painted white and the floor is covered in blue tiles. Much of this level has this blue and white look. Sometimes exposed pipes and vents can be found in cracks and holes in walls and ceilings. Like Level 1, Level 1.1 is also rich in resources, with boxes filled with supplies scattered throughout the level. However, the further in you go, the fewer these boxes become, making it difficult for explorers to access the depths. Explorers are not separated when entering Level 1.1 together, allowing them to travel in groups. This feature allows many explorers to conduct expeditions in this level. Many people have tried to reach the end of Level 1.1, but none of them have succeeded. It's not that they can't move on after reaching a certain distance, but that as they go deeper, the surrounding environment becomes more and more dangerous, and the number of dangerous entities increases. 3. The further you go down the corridor, the more unstable the levels become. The corridor is divided into four distinct zones (as well as one unconfirmed zone) that gradually go from very stable to very unstable. The latter section is extremely dangerous and should not be attempted under any circumstances.
Regional classification:
Area one:
Level difficulty:
Level introduction: 1. Area 1 is the first area of Level 1.1 and the most thoroughly explored area. It's easy to access, and the chests inside contain a ton of resources. Hallway ceiling heights will range from 7 to 12 feet, but the hallway width will remain the same at approximately 12 feet. The fluorescent lights in this area will make a buzzing sound, similar to the Level 0 sound. At the same time, there are often many explorers in area 1. However, in the area after outpost 2, the number of explorers will be significantly reduced. No hazardous entities have been recorded in this area. Area 1 is approximately 10 to 15 miles in length.
Area two:
Level difficulty:
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Level introduction: 1. Area 2 is the second area of Level 1.1. Although this area is more dangerous and unstable than Area 1, experienced explorers can still navigate here without difficulty. Many glitches can occur in this area. In some parts of this area, it is possible for people to cut out through walls to other areas of Level 1. The ground in Area 2 often slopes at odd angles, creating steep ascents and descents. The color of the corridor may change to unusual tones, parts of the corridor may repeat themselves, and pipes may block parts of the corridor, so the area becomes increasingly difficult to progress due to these properties. It is estimated to be between 5 and 50 miles long, but measuring its length is difficult due to the chaotic nature of the area. If there is no problem with length estimation, it will be the longest area in Level 1.1. 2. There are very few hostile entities in this area, but occasionally laughing nightmares, hounds, and skin thieves will appear. Explorers can easily seek shelter in some of the area's outposts. Explorers are advised to travel in groups from this point forward. Fighting alone in the back area is prone to being attacked by dangerous entities. 3. Marks were found on some walls, floors and ceilings in Area 2. The markers appear to be written in an unknown language and cannot currently be translated.
Area three:
Level difficulty:
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Level introduction: 1. Area 3 is the third area of Level 1.1. It is very unstable and difficult to explore. This level is difficult for even experienced explorers to navigate, but a relatively safe outpost has been established within it. Due to the instability of this level, the likelihood of people cutting out to different areas of Level 1 is greatly increased. 2. Most of this area is shrouded in darkness, and neither a headlamp nor a flashlight seems to be able to change this state. However, there is occasional light in some areas, but no obvious light source has been found, so the source of the light is currently unknown. The ceiling in Area 3 is much higher than in Areas 1 and 2, about 20 feet high. Corridor widths in this area range from 6 to 20 feet. For unknown reasons, area 3 has a faint smell of preservatives, which is not found in other areas. Laughing Nightmare usually exists at this level. There are also records of contact with other entities, but due to the darkness of the area, these records are difficult to prove.
Area four:
Level difficulty:
Hierarchy image:
Level introduction: 1. Area 4 is the last area confirmed in Level 1.1. This area is extremely dangerous and should not be entered under any circumstances. Apart from that photo, little is known about this area. It appears to be a black and white color and is very unstable. The expedition that discovered it reported that the block was very up and down, making it almost impossible for them to move there. Survivors reported experiencing acute dizziness, nausea, and loss of balance. Most of this area has no collision volume. Cutting out the levels here would lead to falling into a potentially endless void. 2. There are a large number of extremely dangerous entities in this area. They appear to defy gravity and float freely through the levels. Some entities have malfunctioning properties and are composed of several entities (one explorer described a skin stealer with the wings of a death moth). Some very rare or unique entities can also appear here, leading many to believe that the area is home to some kind of anomalous phenomenon that replicates and mutates entities. 3. The explorer team that ventured into Area 4 lost 7 members when they returned, 2 others were severely mutilated, and 6 members were mutated. Those who mutated some had extra arms, some had abnormal holes in their bodies, and other strange changes, but none of them brought any adverse side effects. Recently, Area 4 has been sealed off by the M.E.G. to prevent similar incidents from happening again. At the end of area 3 there is a sign that says: WARNING! DO NOT PASS HERE. Entering area 4 will only result in death. Despite this warning, some explorers have disappeared from Level 1, and Level 1.1 is said to be the reason for these disappearances.
Area five:
Level difficulty:
Level introduction: 1. According to the descriptions of members who ventured into Area 4, there may be a fifth area at this level. Some members said they saw a "further level" in Area 4, however many of these explorers died soon after or were driven mad. Because of this, none of the claims have been confirmed by the M.E.G. One thing in common among survivors' accounts is that there was a lighthouse that lured explorers there by unknown means. Below are video transcripts of interviews with some survivors.
Hierarchical organization: M.E.G. Corridor team, channel gang Two organizations are fighting for ownership of Level 1.1, the Channel Gang and M.E.G.'s Corridor team. 1. M.E.G. Corridor Team: 1. The Corridor team is affiliated with the Explorers General (M.E.G). Its purpose at this level is to explore and record it. These include organized exploration of unknown areas, classification and recording of entities in the hierarchy, etc. The entire team consists of 12 members, other ad hoc M.E.G researchers, and explorers exploring at this level. At the same time, the Corridor team also operates and provides supplies to many of the outposts in the tier. 2. Channel Help: 1. The Passage Gang is a voluntary organization formed by explorers. They claim to be the owners of Level 1.1. They were led by a man named Blade, however, upon deeper research, this man was identified as a former M.E.G Gamma base member named Miles Mason. They are in a relatively hostile state and have been at war with M.E.G. in order to gain control of this level. The Passage Gang believes that area 5 is likely to be the exit from the back room, and has made many attempts to do so. The Channel Gang has six permanent members. They established an informal outpost at the end of Area 2 (see "Jakob's Hut" for details), where their headquarters are currently located. Although they are hostile, they are not dangerous. Their weapons are very primitive, constructed from Level 1 supply crate scraps. Therefore many explorers can fight them off and reach area 3. 2. M.E.G decided to ignore the Channel Gang and negotiate with them to establish peaceful relations, but they rejected all peace talks. M.E.G representatives believed that the Channel Gang would provide materials for explorers to further explore the Channel, so there was no need for M.E.G to provide them with supplies. 3. An explorer found a short handwritten exploration log at Level 1. It is speculated that it was written by a member of the Passage Gang. Below is a transcription of that log.
Hierarchical buildings: base, outpost, community SectorMap 1. A brief map of outposts and other safe locations. There are several outposts and safe locations in Level 1.1. These outposts store various supplies and resources for explorers. Several outposts in the front areas are permanently manned, while outposts in the back are often unmanned and can only be visited within a few weeks or months when supplies are delivered. Five of the outposts were established by the M.E.G., but some were independent. Outposts will generally be located in areas where this corridor changes. This includes areas where walls protrude slightly outwards, where corridors are 20 feet or more wide, or large rooms that are accessible via branching corridors. Until now, the cause of these anomalies in straight corridors has been unknown.
Outpost area:
Outpost 1
Outpost pictures:
Outpost introduction: Outpost 1: Outpost 1, taken when it was first discovered. Outpost 1 is the first inhabited outpost in Area 1. Of all the outposts, it is the safest and most stable. M.E.G members are stationed inside and are frequently replenished with supplies. At the entrance to Area 1, the corridor will have an opening leading to a small room. This room is used to provide supplies and provides travelers with four triple-level beds, a refrigerator for food storage, and other basic facilities. The outpost resembles an unfinished basement. The walls here are made of slag bricks like the rest of the level, but are not painted. There will be some exposed pipes and ventilation ducts on the walls and ceiling, and fluorescent lights will provide lighting. The floor was initially made of earth, but was later replaced with wooden flooring.
Outpost 2
Outpost structure:
Outpost introduction: outpost 2 1. Outpost 2 is located at the connection between Area 1 and Area 2, and is stationed by M.E.G. It is the largest outpost and consists of a network of several rooms. 2. Explorers can spend much more time here than at other outposts to prepare for the dangers ahead. At the outpost's entrance, the hallway widens to 12 feet wide. The widest area is the trading hall, where explorers can display items and trade. There is a door on each side of the trading floor, and each door leads to a network of rooms. Outpost 2 is the last stable outpost. The floors, walls and ceilings are covered in white tiles. The entire outpost is illuminated by fluorescent lamps, which are on for 16 hours a day and off for the remaining eight hours. The outpost is primarily restocked by the M.E.G., but some independent explorers are willing to trade materials on the trading floor.
Outpost buildings: 1. Dormitory with 16 beds 2. Kitchen and eating area 3. Storage room 4. Trading floor 5. Public areas 6 Jakob’s cabin Jakob's hut is located at the end of area 2 and serves as an informal outpost. It was built with excess clothes and bedding, covered on a frame made of tree branches. It was in a place where the walls protruded outwards, forming a primitive cabin. It was built at the end of an exploration of Level 1.1 led by Jakob Bokaj. They use this area to store supplies so they can resupply without having to return to Outposts 2 and 3. After the disastrous failure of that mission, the Passage Gang claimed the cabin as their own and took up residence there. As long as the explorer shows no connection to the M.E.G., the Channel Gang will trade with that person at the cabin.
Outpost 3: 1. Outpost 3 only has some small shelves located in the corridor of Area 2, and various supplies will be placed on the shelves. At the bottom of the shelf is a small bed that can be pulled out so that one can sleep in the hallway. Because of the chaos and unstable nature of Zone 2, supplies sometimes disappear from the shelves. This resulted in some missions ending, and explorers who wanted to replenish supplies at Outpost 3 would find that the shelves were empty, so they had to return to Outpost 2. With no other option, the explorers sleep in the corridors at the risk of being attacked by hostile entities. Outpost 3 is replenished monthly by M.E.G.
Outpost 4: 1. Outpost 4 is extremely unstable and is only suitable for a short stay. It contains a wooden supply crate measuring 4 feet in length, width and height, presumably from Level 1. There are all kinds of food, drinks, clothes and other necessities inside. It's located in the middle of the corridor, so explorers can easily find it in the darkness of Area 3. Because of the difficulty of reaching area 3, it is rarely replenished. Some hostile entities have become aware of the frequent presence of explorers near the chest, and will therefore stay around the chest, waiting for unwary explorers to approach.
Outpost 5: (Abandoned) 1. People have tried to establish a fifth outpost at the end of Area 3 many times. However, after encountering several attacks from entities, M.E.G believed that the fifth outpost consumed a huge amount of resources and was difficult to establish.
Level import and export: 1. Level 1.1 can be easily entered from the south of M.E.G.'s Alpha base. There is a sign posted outside the entrance indicating its location. Except for Level 1, there is no other level that can enter Level 1.1. 2. Go in the opposite direction of the corridor and leave Level 1.1 through the entrance. Cutting out also allows the explorer to arrive at a random location in Level 1, however the location reached via this method is unpredictable, so this method should only be used in emergencies. Note that cutting out of Area 4 does not bring one to Level 1. There are currently no records indicating that levels other than Level 1 can be reached by cutting out.
Level1.5 (upside down)
Level difficulty:
Hierarchy image:
Level introduction:
Hierarchical building:
import and export
Level entry:
Level exit:
Level2 (Pipeline Nightmare)
Level difficulty:
Hierarchy image:
Level introduction: 1. Level 2 is the third level of the back room and the last level that you can use as a starting point. 2. Level 2 is mainly composed of dark black and gray concrete maintenance tunnels, stretching for millions of miles. The walls on this level are lined with pipes, and occasionally ventilation ducts can be seen. There is usually some black viscous liquid flowing in these pipes. Doors can sometimes be found, but most of them are locked or lead to a dead end, and inside they usually have some shelves holding random items, most often computers. 3. In some areas of the Level 2 corridor, temperatures may be unbearably high, reaching 43 degrees Celsius (110 degrees Fahrenheit) or higher. This usually happens in those areas where the machine noise is loudest, such as at the end of a hallway. 4. The entities that appear in this level are the most dangerous in the back room. Noise in air ducts is usually caused by crawling bacteria. You can also find Mark in the Level 2 employee bathroom. Other entities at this level include: Laughing Nightmare, baby faceless spirit, limb mass, hound, male death moth, mourner, acid blaster, and skin stealer. The only thing you have to remember is to run away if you see any entity. The entity pictured above remains unconfirmed, and the fate of the person who took this photo is unclear.
Hierarchical Entities: Laughing Nightmare, Young Faceless Soul, Limb Ball, Hound, Male Death Moth, Grief Corpse, Acid Exploder and Skin Thief
Hierarchical buildings: base stations, outposts, communities, offices "survivor": 1. A hierarchical exploration team composed of 29 people, led by Austin. They are a friendly and transactional group. They loaded their supplies in wooden crates found at Level 1. They were also the first group to discover the tragic corpse. This group often clashes with an outpost of a cultist named Jerry. Office area EL3A: 1. Office Area EL3A is an office area at Level 2 and is the Level 2 residence of 30 members of the B.N.T.G. (Non-Aligned Trade Group). 2. For more information, please refer to Office Area EL3A
import and export
Level entry: 1. Level 2 is one of the few levels in the back room that can be entered directly from the real world. You can enter Level 2 by exploring far enough in Level 1. It can also be accessed from the hub.
Level exit: 1. Contrary to what most people believe, not all doors that appear in Level 2 are locked or lead to dead ends. Some can go to Level 3, Level 4, and occasionally back to Level 1. Finding an unlocked door with a comically colorful exterior will take you to Level 283. If you cut out in an extremely hot area of Level 2, you may be stuck in Level 2.1.
Level3 (power station)
Level difficulty:
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Level introduction: 1. Level 3 is the fourth level of the back room, and is the first few levels that wanderers usually encounter. 2. Level 3 is a series of long, dark, winding corridors with a similar structure to Level 0. They are all composed of randomly divided rooms with no specific pattern, and are filled with roaring machine noise. The corridors here are narrow and enclosed, and some require a wanderer of average height and build to bend, stoop, crawl, or walk sideways to pass. 3. The walls here are made of dusty brown bricks, some with copper pipes and machine parts. The floor consists of gray tiles covered with more dust, while the ceiling is made entirely of metal. 4. Level 3 is one of the larger levels in the back room. It is estimated that the area of this level is about 350 million square miles (about 563 million square kilometers), which explains why people rarely see fellow wanderers when traveling through Level 3. Entering Level 3 is only recommended if you are properly prepared and able to protect yourself from whatever is lurking in the hallways. Because when you encounter a situation where you are in urgent need of rescue or help from others at this level, the possibility of being rescued by others is very slim. 5. As mentioned above, Level 0 and Level 3 have some similarities. Their rooms are similar in size and layout, and both have winding, lengthy corridors. However, there are some significant differences between them. One example of this has to do with the Level 3 rooms themselves, which sometimes have unique objects that help distinguish them from other rooms, a feature that Level 0 does not have. One of the more obvious examples is a series of rusting prison bars photographed by M.E.G. in this level in 2012. Further testing showed that they and their surrounding walls could not be removed or opened by any means. These obstacles make it impossible to traverse certain parts of Level 3, so full mapping of this level is still not possible. 6. Field explorers from the General Administration of Explorers reported that areas with many prison iron bars often bring intense fear and extreme discomfort to those present. Wanderers often claim to feel like they are being watched here, and even claim to have seen strange humanoid figures lurking behind prison bars. The General Administration of Explorers attributed this phenomenon to hallucinations or rumors. 7. Level 3 and Level 2 also have many similarities. For example, their walls are usually lined with pipes. These pipes are nowhere near as numerous as Level 2, but can still be found in the corners of most hallways. The black, viscous liquid flowing in these pipes is one of the main sources of noise at this level. These liquids are highly toxic and can emit potentially fatal fumes. If accidentally inhaled, it will cause damage to the human nervous system and cause 2-3 degree burns to the skin that is in direct contact with the smoke. All attempts to study the chemical composition of this liquid have been inconclusive. The very nature of this liquid creates obstacles to studying the substance's properties and potential functions. 8. An unusual power room will also appear in the corridor of Level 3. These power rooms can be completely different in every aspect, but most are very dark and have a generator inside. Explorers reported that electrical or electronic equipment such as circuit breaker boxes, computers, loose wires, security camera monitors and fluorescent lights were also found in the rooms. 9. Because Level 3 is rich in resources, such as almond water, candy, pain juice, fire salt, royal rations, water guns and bottled lightning, Level 3, although relatively dangerous, is still considered a popular place to provide supplies to the base. Place. In addition to the above items, other non-backroom-specific items can be found throughout the levels. Such as knives, lighters, bolt cutters, flashlights and other miscellaneous weapons or supplies. It is worth noting that Level 3 is also the strongest Wi-Fi level among all levels in the back room. The strength is generally stable at 3-4, rather than randomly fluctuating like most other levels. 10. The numerous machines in Level 3 make the temperature inside uncomfortable, but generally it is tolerable. Its average temperature ranges from 66-93 degrees Fahrenheit (approximately 18-33 degrees Celsius). Because temperatures in some areas can suddenly rise to unbearable levels, long-distance expeditions within Level 3 are difficult. The highest recorded temperature is 135 degrees Fahrenheit (about 57 degrees Celsius). There are also some areas where the air is reportedly so humid, thick and difficult to breathe. 11. Level 3 machinery is probably the most dangerous element in its environment. All machines found throughout the hierarchy operate autonomously and require no external intervention. The Wanderers can profit from the machines available to them, or tap into what is apparently an extraordinary supply of unlimited electricity to power them. However, the high degree of autonomy of these machines also makes them dangerously unstable. These machines break down frequently and require regular maintenance, but because their power cannot be turned off in any way, this makes maintaining them very dangerous. Additionally, these machines have spontaneously ignited or exploded several times, causing serious injuries to homeless people unfortunate enough to be nearby. Nonetheless, the potential dangers of these machines can be easily avoided if one does not act recklessly when traversing this level and instead seeks a safe route.
Hierarchical Entities: Hounds, Faceless Spirits, Griefs, Male and Female Death Moths, Skin Thiefs, Blunt Men, Laughing Nightmares, Limb Blobs, and Acid Blasters 1. Level 3 is filled with a large number of dangerous entities. It's almost impossible to travel a long distance here without encountering them once. Hounds, faceless spirits, wights, male and female death moths, skin stealers, blunt men, laughing nightmares, limb blobs, and acid blasters all seem to inhabit this area, hunting down anyone unfortunate enough to be caught by them. The growth of fungi has also been found here, and the high humidity makes it easy for diseases to spread here. It is therefore recommended to maintain proper hygiene when passing through these tunnels. 2. Although these entities do not appear in every corner, their huge numbers still cause countless casualties to the wanderer group and the agents of the Explorer General Administration. These entities have even been reported to actively seek out centers of human activity - especially small bases - in order to dismantle them and feed on their inhabitants. Attacks by these entities against the Explorer General Gamma base are frequent, but due to the base's size and excellent defense capabilities, they often do not pose any threat. Smaller groups, such as Jerry's followers, have reported difficulty keeping their outposts intact. Many of them have experienced multiple similar attacks to the point of near or complete collapse of their outposts, and thus fear for their own safety day after day.
Hierarchical buildings: Base Station, Outpost, Community, M.E.G. - Gamma Base, B.N.T.G. - Storage Facility, Jerry's Followers - "Blue Redemption", Masked Girl - Unknown, U.E.C. (Unleashed Explorers League) - Scylla Base Numerous groups have been trying to establish a base at Level 3 to take advantage of its rich assets. A large number of these attempts fail just days after establishment, as the entity is able to detect and attack these vulnerable bases that are not yet ready. Such a high failure rate should serve as a warning - don't try to settle at Level 3 unless you have the resources, manpower, and perseverance. M.E.G. - Gamma Base: 1. The third most important MEG base. 2. Approximately 300 agents are permanently stationed here, as well as a large number of other lodgers, often seeking refuge from entities that frequent this level. 3. Originally built by M.E.G. agents out of makeshift bricks made from broken toothbrushes, shoelaces, plastic toy horseshoes, and glue bottles found at Level 3. The inhabitants of the base armed themselves with makeshift slingshots made from wires and rubber bands tied to the bones of some of the entities they had previously killed, and they used capsules filled with agony juice as ammunition for these slingshots. 4. Open trade. 5. Frequently attacked by large groups of entities. 6. The base with the strongest armed strength in the back room has therefore become a target for humans. 7. The largest base recorded in Level 3. B.N.T.G. - Storage Facility: 1. Serves as the primary storage facility for B.N.T.G. 2. A large amount of B.N.T.G.’s supplies are stored inside, all ready for transactions at other levels. 3. Open to trade, but prices are usually ridiculously high. 4. There are approximately 150 permanent members, and due to the speed at which B.N.T.G. moves supplies between levels, most visitors stay here for less than an hour. 5. The second largest base recorded in Level 3. Jerry's Believer - "Blue Redemption": 1. There are only 15 permanent members. 2'Built for resource gathering. 3. It is very small in scale, has been besieged by entities many times, and is teetering on the edge of destruction. 4. Hostile to those who are unwilling to accept Jerry's teachings. 5. Unknown threat level. Masked Girl - Unknown: 1. Unconfirmed base. 2. After the masked girls frequently attacked the Gamma base, it was rumored that they had a base here. 3. Avoid encountering them at all costs. U.E.C. (Union of Unleashed Explorers) - Thera Base: 1. Unknown number of members. 2. The purpose should be to collect resources. 3. Not open to trade. 4. Should not be approached.
import and export
Level entry: 1. The unlocked door at Level 2 usually leads to Level 3. 2. Level 4 and Level 5 elevators can usually return to Level 3. 3. You can sometimes enter Level 3 by entering a Level 10 bunker. 4. The building in Level 11 that looks like a power station may teleport you to Level 3 after entering. 5. Touching the rusty pipe found in Level 13 may cause you to enter Level 3. 6. Using the subway is also an easy way to enter Level 3.
Level exit: 1. You can usually go to Level 4 and Level 55 by taking the elevator in Level 3. 2. The wooden door leads to Level 31. 3. Sitting in the front seat of the car found in the power room will make you unconscious. You will then wake up at Level 69.
Level4 (Abandoned Office)
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Level introduction: 1. Level 4 is the fifth level in the back room. 2. Almond water appears most frequently here. 3. Level 4 is similar to a vacant office building, but it has almost no furniture. Some of the rooms have windows, although most are completely blackened. Any window that is not blackened is considered a trap and should be avoided if possible. 4. Level 4 is close to the state of physical extinction. Hounds and Blunts are the only entities that can be observed at this level. One person once claimed that they saw a laughing nightmare, but there is no evidence to prove this. Because this level lacks creatures, there are a lot of people wandering around here. You can also find water coolers, vending machines and a fountain stocked with almond water. You can easily leave Level 4 (and return here as well). 5. Level 4 is the best place to meet other people and find supplies. You should stock up on Almond Water here before trying to travel to other levels: you'll need it, especially at Levels 5 and 6.
Hierarchical buildings: base, outpost, community, M.E.G. (Explorer General), Omega base, Amor Incrementum, T.B.D. ("To be determined") M.E.G. (Explorer General) Omega Base: 1. This is the second major base of M.E.G. 2. Half of the team lives here. 3. The base is close to an entrance to Level 5 and Level 6. 4. The base is heavily guarded. Amor Incrementum: 1. This group is a pagan who worships agriculture. 2. The group is one of the smallest in the back room, with only ten members. 3. The only plants they grow are several types of fungi, obtained from the Level 0 and Level 1 walls. 4. They are highly hostile and generally won't trade with you. (Unless you have religious items - such as items depicting Jesus and other religious entities, in which case they will most likely be willing to trade with you.) T.B.D. ("To be determined"): 1. The group will store a variety of items for themselves. 2. The group is very small, only six people. 3. The group will ignore you unless you interact with it. 4. This group will only sell exotic items that have no practical use.
import and export
Level entry: 1. There are many ways to reach this level, the most well-known one is to jump from the wall of the hub to this level. You can also get here via the elevator in Level 3 or the unlocked door in Level 2. There is a chance of being teleported through the ceiling of Level 4 if you fall into the ocean ball pool at Level 283.
Level exit: 2. Level 4 occasionally has exits leading to Level 5 and Level 6. Most exits appear as office-style stairs, sometimes as elevators leading to Level 3. Like many other exits in the back room, they can disappear unexpectedly once you lose sight of them.
Level5 (Horror Hotel)
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Level introduction: 1. Level 5 is the sixth floor of the back room. This level appears to be an endless hotel. 2. Level 5 is an almost infinite hotel complex with many rooms and halls. This floor gives the impression that it was built in the 1930s, with furniture dating back to the 1920s. Level 5 has three main areas that are fully accessible. 3. Level 5 is filled with decorations and furniture from the early twentieth century. The Main Hall is the most popular area in Level 5. This floor has a very clean environment, and you can hardly see any dust or stains on the surface of the hotel. In fact, this layer seems to have the ability to clean itself, as any dirty stains will disappear after a few minutes. Compared with other levels, the old-style floors and carefully cared for environment in Level 5 make people feel extremely unnatural. On this floor, an old-fashioned record player has been playing elegant jazz, and sound systems composed of classical-style speakers can be seen everywhere on this floor. The selection and switching of music appears to be completely random, and how this is accomplished is unknown. 4. Level 5 is a rather mysterious place. At the same time, this level has also become notorious for hearing strange sounds, such as party chatter coming from the other side of the wall. Others report that an invisible thing is always watching them from around the corner. There are also some reports on this level of people hearing disjointed whispers behind their backs, and when they are alone, they will occasionally feel something tapping on their shoulders, and sometimes even on the walls The eyes of those old portraits were always looking at them. There are three main areas in Level 5
Three main areas of the hotel 1. The Main Hall: 1. This is the main area of Level 5 and the easiest area to discover. The walls of the main hall are covered in gorgeous mahogany and gold wallpaper. Some homeless people have reported seeing faces on the wallpaper staring back at them, but the veracity of these reports remains questionable. There are many types of flooring on this floor, such as black walnut, white marble and exotic red and gold carpets. The hall is luxuriously decorated with the aforementioned decorations, including bookshelves, cabinets, antique sofas and more. 2. The walls of the main hall are dotted with antique candlesticks, but some are actually electric lamps that look like candlesticks. These lamps will continue to produce a buzzing sound similar to Level 0 fluorescent lamps. Most of the rooms in the main hall are empty, but some rooms are fully furnished and can even allow people to live in them. There are golden signs on the doors in this area, and the room numbers on the signs appear to be random numbers. Most of the doors in this area are locked, but some magically unlock over time. Some doors even open and close randomly. 3. There are also many elevators in the main hall, and these elevators look very different, ranging from modern elevators to antique elevators with copper railings. There are many buttons inside these elevators that lead to floors 1-382. Pressing the button and attempting to enter floors 1-12 will take you to other parts of Level 5, while attempting to enter floors 13 or higher will result in the death or disappearance of the elevator rider. It is unclear what is above the 12th floor. 2. Beverly Room: 1. Also known as the "Eternal Ballroom". This seems to be the main hub area for Level 5. The room is very spacious, with many doors on all sides. The number of these doors appears to be random, with one homeless man reporting seeing hundreds of doors on the walls, floors, and ceiling of Beverly Room. There was only a strange-looking small table in the room, and the entire room was illuminated by a huge chandelier. 2. The things on the table include many drinks and an unfinished plate of mahjong. Any attempt to finish the game will be unsuccessful because most people will be affected by the game and feel themselves being forced away from it. The door in this area will lead to the main hall or the boiler room, with the main hall usually being the most common endpoint. The entrance to the Beverly Room has a small silver sign that reads "Beverly Room." 3. The Boiler Room: 1. This area of Level 5 has a large space, but it is quite cluttered because there are a lot of old machines in it. The boiler room contains the vintage machinery just mentioned as well as large industrial pipes scattered along the walls. These pipes are intertwined and intertwined, making the layout of the interior of the boiler room look very claustrophobic and scary. Exhaust valves can be found on these pipes, and almond water appears to be flowing through them. The pressure of the water in the pipes appears to be the cause of the leaking pipes. 2. The temperature in this area is quite high, so the surface here is very dry. But because of the operation of the machine, the air was filled with steam. Most rooms have boilers for boiling water, and even furnaces are found in some rooms. Most of the noise heard in the boiler room was the sound of machinery and almond water dripping from the pipes. Wanderers reported hearing faint whispers coming from the smoking furnace. Investigations into these reports are ongoing. There are maintenance elevators in the boiler room, but their use is not recommended. 3. There have been reports about the fourth area in Level 5, which is called "The Lobby Room". No one knows how to enter the area, as all wanderers who have entered the anomalous area say in unison: "You're not supposed to know this." This answer most likely means that people cannot remember how they entered the area. The witnesses who entered the "lobby room" lost all memory of the room within a few weeks. In fact, it's quite possible that many of us have been in that room, only for the memory to be subsequently lost. M.E.G. is investigating the area.
Tier Entities: Death Moth, Hound, Kodama, Skinstealer, Watcher, Nguithr'xurh, Growler, Corpse Rat, Entity 89 (Ant), Entity 26 (Samantha) 1. Ordinary entities are quite rare at Level 5. However, a large number of death moths make their home in this level, and Level 5 is considered one of the entity's core nests. A large number of death moths will fly out of the dark room and occupy the entire hall. Both male and female death moths appear at Level 5, and it is well known that female death moths are quite dangerous. But fortunately, these female moths seem to choose to stay in their nests and will not leave their nests easily under normal circumstances. But female moths are indeed more common at this level. The only other entities known to appear at Level 5 are Hounds, Kodeasts, Skinstealers, Watchers, Nguithr'xurh, Howlers, and Corpse Rats. This layer also has reports on Entity 89, this entity is also known as "Ant". At the same time, there were also reports of snake herders being observed in the boiler room on this floor. Entity 26, also known as "Samantha", occasionally wanders around Level 5's main hall. If you plan on getting close to Samantha, be sure to bring some quality meat.
Hierarchy: Base Station, Outpost, Community, M.E.G. Outpost "House Keeping", Home Inn, Native, The Lost Hall Society, The Lost Hall Society ) M.E.G. Outpost "House Keeping": 1. This outpost was established to protect other groups from the entity, and to help M.E.G. better research Level 5. 2. Members of this post will help homeless people who want to leave the boiler room. 3. Usually helps organizations like "Homestyle Hotel". Homely Hotel: 1. The organization has hotel services at Level 5. 2. The organization is located in The Main Hall, where a unique sign indicating their location can be found. 3. This organization is still open to new homeless people, and homeless people need to fill out their application before they can stay. 4. They have enough food and room service to keep roamers safe. 5. This is their first base, and the second base is at Level 11. 6. The organization’s third base is located at Level 230. Aboriginal people: 1. The "aboriginals" are a group of people living in Beverly Room. 2. The group is composed of people who entered the back room from 1300 to 1940. 3. They only accept wanderers from the above time period to join them as new members. 4. Usually do not interact with others, but occasionally do transactions with others, although they tend to stay away from other people. 5. There are about 31 members, some of whom are quite famous in history, such as: (1), Amelia Earhart (2) Dorothy Arnold (3), John Jacob Astor IV (4), Captain Edward John Smith (Capt. Edward Smith) (5), and more… The Lost Hall Society: 1. This is an organization created by an unknown entity. 2. The membership population is unknown. The association is located on the side of this floor near the library. 3. It is rumored that they spend most of their time collecting, studying and discussing information related to history and geography. 4. They were known for their large collections of books, maps, and other media containing knowledge. 5. They are an extremely valuable resource for any wanderer in need of relevant information and knowledge, as their works are still on display at Level 5 today.
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Level entry: 1. If you want to enter this floor, please find and enter an old staircase at Level 4. 2. You can enter this floor through the Level 3 elevator. 3. Find a damaged door in Level 19 that will take you to Level 5. 4. Survive the "erosion state" of Level 126 to enter Level 5. 5. Some houses in Level 10 may lead to Level 5. 6. There is a very low probability that a door in the "Entrance Hall" in Level 82 can lead to Level 5. 7. Some doors in Level 92 can lead to Level 5. If you did not leave the apartment during "Event 3", you will also be taken to this floor. 8. Some doors in Level 4.2 can take you to Level 5.
Level exit: 1. Turn around and go back to the stairs that took you to Level 5. You can re-enter Level 4. 2. Return to the elevator to re-enter Level 3. 3. Going deep into the boiler room can take you to Level 6. However, it is highly not recommended to use this method to leave Level 5 due to the extremely high temperatures typically found in boiler rooms. 4. Open a dark wooden door to enter Level 9. 5. Find an open door on the wall, floor, or ceiling that shows a forest scene. This will take you to Level 63. 6. Entering the metal door found in the main hall will take you to Level 98. 7. If the lights around you flash at the same time, a wooden door will appear. Opening it will send you to Level 27. 8. Playing arcade games in the boiler room can take you to Level 40. 9. Level 78 can be reached by entering a door similar to an airlock door in the boiler room. 10. There is a very low probability that you will see a huge wooden door in Beverly Room, which leads to Level 84. 11. There is an entrance to Level 171 on the side of the hotel guarded by M.E.G.
Level6 (lights out)
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Level introduction: 1. Level 6 is the seventh floor of the back room. 2. At present, we know very little about the actual structure of Level 6, because this level is shrouded in complete darkness. There is no light in the entire level, and the light source brought into the level will have no effect. Navigation in Level 6 is accomplished by feeling your way through the darkness, a level made up of seemingly endless narrow corridors made of smooth, cold materials like concrete. 3. In addition to endless darkness, Level 6 is also eerily quiet, similar to a soundproof room. When exploring Level 6, one slowly experiences complete darkness, complete silence, and complete isolation. As a result, most people who have been at Level 6 for more than a few minutes report feeling paranoia, fear, anxiety, and an ever-increasing sense of tension due to the unknown presence of something unknown in the darkness around them. Some people also report occasional auditory hallucinations, such as scratching, breathing, or whispering. Those who spent a lot of time at Level 6 recall feeling like they were the only ones who couldn't see. 4. Basically, Level 6 is considered one of the most dangerous early levels in the back room. However, investigations have revealed that no entities have been found within this level so far. Despite this, few people seem to be able to leave Level 6.
Hierarchy: Base, Outpost, Community, World's Quietest Room, Copycat The quietest room in the world: 1. It is rumored that the quietest room in the world is located in Level 6, an unspecified corridor inhabited by a man who claims to have discovered the light switch. Any attempts at conversation with this person will be unsuccessful as they will constantly beg onlookers to flip the switch. Any wanderers who discover this outpost, if it exists, are advised not to turn on the light switch. Imitators: 1. This community of four people claim that they have adapted to the darkness of Level 6. Each of these four unknown individuals has proven to be able to perfectly imitate any sound they hear, including the human voice. Avoid this community as much as possible; they are aware of the threat they can pose.
import and export
Level entry: 1. Level 6 can be entered through the boiler room of Level 5. The other intersection is near Level 4's Omega base. No other entrances have yet been discovered. It is recommended that explorers use the boiler room as a base of operations so that they can return to missions frequently.
Level exit: 1. If you explore Level 6 deep enough, you will come to a stairwell where you can go down to Level 7. The easiest way to find this stairwell is to listen to the faint sound of the waves. Taking a wrong turn at an uncertain point in the level may block the way to Level 7, and in fact, the way back to Level 5. A rare large metal door that feels very cold will lead to Level 129. Also, if you accidentally trip over a wire, you will enter Level 6.1.
Level7 (Phobia of the Deep Sea)
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Level introduction: 1. Level 7 is the 8th floor of the back room. The existence of this level poses a significant obstacle to exploring Level 8 and beyond. 2. Level 7 is an incredibly vast ocean that seems to extend infinitely in all directions. There is a lack of fixed light sources within this level, with only widespread natural light providing dim lighting. Detailed exploration of this level is difficult because it is extremely dangerous and requires a great deal of preparation to navigate successfully. Here’s what we know about Level 7: 3. Although Level 7 still has much of the area unexplored, it theoretically consists of two rooms: the entrance room and the "room" that holds the ocean, with the latter's concrete ceiling suspended above the water. The entrance room appears to be the most accessible entry point within Level 7, and can be reached by simply walking down the stairwell within Level 6. The entrance room is the most livable area of the entire level, and is also the first choice for establishing a base for those wanderers who dare to explore the deep sea. 4. The entrance room is fully furnished, with a bookcase leaning against the left wall containing several books of unknown origin. In addition, there is a small coffee table, a chair, and a fluorescent lamp. chandelier. The carpeted floor was covered with a shallow layer of water, about as deep as a puddle. After entering this room from the stairs at Level 6, directly opposite is the porch leading to the ocean. 5. Any wanderer attempting to travel through Level 7 should note that the direction of gravity in the entrance room is not the same as in other areas of the level. The entrance room seems to be built sideways on the ceiling of Level 7. After opening the door, you will directly face the sea from top to bottom. Once anything gets too close to the porch, its direction of gravity will be immediately and forcibly adjusted to the direction of the ocean area. Many unfortunate wanderers have accidentally fallen out of the porch and into the sea "below". 6. The main part of Level 7 is the ocean outside the entrance room. The door to the entrance room is fixed to the concrete ceiling at a point approximately 4.5 meters above the water. Although the waters around the entrance were almost completely empty, a few wanderers who explored far enough above the water discovered islands of unknown rock, equally desolate. 7. Most of the Level 7 sea areas have not yet been explored, but current exploration shows that there is almost no life in this level. 8. The "areas" within Level 7 are divided according to light levels.
Divide areas: 1. Sunbelt 1. As its name suggests, the sunbelt is the brightest part of the ocean at Level 7, only slightly dimmer than the water surface. There isn't much to say about the Sunbelt, which is the most depressed area in the entire ocean. 2. Twilight zone 1. The twilight zone is located below the sun zone, about one thousand meters away from the water surface. Compared with the sun zone, the brightness and temperature are significantly lower. Scattered bone fragments and rusty scrap metal are found floating in the area, and complete skeletons have been reported to have been found in the area. Most of these skeletons are humanoid, but they are obviously different from humans. It has a huge mandible with long, sharp teeth and a flipper-like structure at the end of its legs. Some huge and bizarre fish skeletons have also been found in the area, and traces of bites and scratches can be observed. It is said that the water pressure has become extremely high starting from this area, but there does not seem to be any area in Level 7 where the water pressure is strong enough to crush human bones. However, this pressure is still extremely dangerous, and any wanderers trying to go deeper are advised to stay away as soon as possible. 3. Midnight zone 1. The midnight zone, supposedly located about three kilometers below the twilight zone, shows complete darkness. More complete skeletons can be found in this area, almost all of the humanoids mentioned above. There are reports of incredibly large fish skeletons being discovered in the Midnight Zone, with structures described as "incomprehensible" by those who discovered them. 4. Abyssal Zone 1. Areas with a water depth of more than seven thousand meters are considered too dangerous to explore; the longest exploration in the abyssal zone so far lasted less than two minutes. There are mountains of rock and tar in the abyssal zone, and there is an unknown source in the depths that continues to generate stable bubbles. There are a large number of humanoid skeletons mentioned above in this area, most of which have been eroded to a certain extent by strong water pressure. Little is known about the sea at this depth. There are only some rumors that there is a cave entrance on a certain seamount that can lead to Level 8. 2. The exact depth of Level 7 is still unclear, but members of B.A.S. insist that it is bottomless. Detritus of artificial fibers can be found in the Midnight Zone and the Abyssal Zone, suggesting that the seafloor may also be carpeted.
Hierarchical entity: Xiaoxiao 1. For many years, most people have believed that there is only one entity in Level 7, which is the appalling seventh-level thing. But on April 18, 2019, another entity residing in Level 7 appeared, called Xiao Xiao. Both entities are so ferocious and possess so much physical strength that the sea can no longer be inhabited by other creatures. They also pose the most significant threat within this hierarchy. These two entities have comparable speed, strength, and sentience, and the Wanderer must stay away from them at all costs. 2. At present, Xiaoxiao has limited his range of activities to the daylight zone and the twilight zone, while the seven-layered things live in the shallow parts of the midnight zone and the abyss zone. Although it is unclear how this situation came about, the two seem to have reached an agreement and will not hunt outside their designated areas.
Tier Survival Guide: 1. The entrance room should be treated as a base, and the time spent exploring the ocean should be minimized as much as possible. Be sure to hang a rope or ladder down from the entrance room's porch, as this is the only way back to safety. 2. Although the ocean temperature at Level 7 is extremely low, as long as you don't stay there for too long, the temperature is not fatal. In addition, the air above the ocean has unknown special properties. Inhaling the gas can greatly extend the breath-holding time of humans, usually reaching 30 minutes or more. Under these two conditions, diving tasks that originally seemed impossible can actually be completed without diving equipment. 3. The two entities within this level require the most vigilance. At all costs, avoid direct confrontation with them, and you should only attempt to communicate with Tiny when you are safe in the entrance room or on the rocky island. Although fighting these two entities will only lead to death, the seventh-layer being lives in darkness for a long time, making it extremely sensitive to light; and Xiaoxiao's incredibly powerful hearing makes it susceptible to loud noises. interference. After knowing these two points, it is possible to suppress these two entities and explore underwater long enough to ensure that you are relatively safe.
Hierarchical buildings: base, outpost, community, surrender fortress Fortress of Surrender: 1. An outpost located on the nearest island recorded. It was a simply constructed shelter made of stacked furniture and reinforced with tar. 2. According to rumors, the residents here are dedicated to worshiping the seven-layered things. 3. Number of residents: unknown, but said to be between 4-9. 4. The residents of the outpost are said to be hostile.
import and export
Level entry: 1. The only way to enter Level 7 is from the stairs in Level 6, which leads to the entrance room. There are rumors that there is a puddle on the ground of Level 8, which may also be the entrance to Level 7.
Level exit: 1. The most famous exit of Level 7 is located at the bottom of the Midnight Zone. There is a cave on the side of a particularly tall seamount. This seamount is almost directly below the entrance room. If the length is not taken into account, it can be regarded as a straight road leading to Level 8. 2. You can reach Level 83 by diving into the abyss zone and falling into a coma, but it is strongly not recommended for anyone to do this. 3. On June 28, 2022, an exit leading to Level 9 was discovered about 150 meters west of the entrance room. The outlet is about 150 meters from the water and appears as a large number of underwater pipes and stone pillars gathered into a circular structure. At the center of the structure, a wooden door is set into the surface of a circular stone platform. Judging from the large number of skeletons and fragments of bones in the water near this outlet, this is where Little spends most of his time, so be extremely careful when approaching. 4. There are recent theoretical speculations that Level 7 may be connected to other ocean levels. A few people claim that they entered Level 880 after rowing an extremely large distance westward from the entrance room. The existence of this exit has not yet been confirmed, but it may be a safer way to leave.
Level8 (cave system)
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Level introduction: 1. Level 8 is the ninth level in the back room. This level appears to be an endless cave system filled with hazards and large caverns. 2. Level 8 is an underground system composed of large caves and twisted small cave systems similar to ordinary underground systems. Level 8 is very humid, with almond water flowing down the cave walls and ceiling. Stalactites and stalagmites seem to be very common in Level 8. Echoes are created within this level, so it's relatively easy to detect potential dangers, or inadvertently invite them. Level 8 generally lacks natural light, but light from an unknown source illuminates the damp cave walls, causing the level to be lightly illuminated in certain areas. 3. Although vegetation is extremely scarce here, it does exist in the form of dry climbers and small shrubs. Large pools of almond water can be found in Level 8, which are not safe for drinking due to their high mineral content. A thick asphalt-like substance can be found in some pools, and similar substances can be found in Level 2 and Level 7. Entering these pools will cause many humanoid arms wrapped in asphalt to extend from the pool, and they will grab the wanderer and pull the wanderer into the pool. There are also pools made of distilled water, and wanderers who enter these pools will go to Level 7. There are small veins of minerals in Level 8, including iron, copper, gold, and more. To ensure the safe exploration of the rover, M.E.G. has established many public exploration routes in the Level 8 safety zone.
Hierarchical entities: Laughing Nightmare, Skin Thief, Grieving Corpse, Camouflage Crawler, Teleporter, Male, Female Death Moth, Hostile Faceless Spirit, Hen, Hound, Corpse Rat, Parasitic Lie, Bug Crawler, Limb Wrap, Ground Habitat, Snake Shepherd, Eight-layered Spider, Entity 2 (reptile entity) 1. There are many dangerous entities in Level 8, such as Laughing Nightmare, Skin Thief, Sad Corpse, and Camouflage Creeper. On rare occasions, teleporters, male and female death moths, hostile faceless spirits, hens, hounds, corpse rats, parasitic lies, bug crawlers, limb clumps, ground dwellers, and snake herders have been sighted. There is also an entity that only appears in Level 8, namely the Eighth Layer Spider. These entities are some large and highly poisonous spiders. We recommend that you avoid these entities if possible. There have been reports of entities known as crawlers appearing in the passage connecting Level 2 and Level 8. A peculiar feature of Entity 2 is that the windows that house them appear in the cave walls of that level. 2. Because of the dangers caused by the entity's snake herding, we strongly recommend that you be careful about the entity's abilities during exploration. If you hear or detect any grunting, evacuate immediately.
Hierarchies: Base, Outpost, Community, M.E.G. Outpost "Cave Raiders", Kafragost Town We do not recommend setting up outposts or communities in Level 8. However, this doesn't mean it can't be done. M.E.G. Outpost "Cave Raiders": 1. M.E.G. established the outpost in 2015 and shut it down in 2016. 2. The mission of this outpost is to eliminate hostile entities and plan public routes. The outpost has 54 members. The town of Kafragast: 1. This now-defunct group was said to consist of an unknown group of vaguely humanoid entities that have long since disappeared without a trace. 2. The community is said to have 78 members. 3. These members live in a remote area in Level 8. Outsiders cannot reach here until the town is abandoned. 4. The town's leaders are said to be more welcoming to humans than other groups. 5. There is evidence that the group exists to provide unique minerals to other communities. 6. These minerals seem to be used to make crude weapons. 7. The members of the group are said to be skilled hunters, and they often come into conflict with other, more hostile entities that wander around town. 8. It is unclear where these entities and the town have gone, but there has been no sign of life since its discovery.
Hierarchical things: 1. Level 8 was discovered in 2011 by a group of explorers who discovered the path to this level. The group listed many encounters and discoveries before their disappearance at Level 9. Because of this discovery, many wanderers traveled through the dangerous large caves in Level 8. Until 2015, the M.E.G. established an outpost to ensure the safety of wanderers who decided to cross the level.
import and export
Level entry: 1. If you want to enter, finding the cave entrance in Level 7 is the main way to enter this level. 2. Go through a dark corridor in Level 103 and you will come to Level 8. 3. Wandering in the deep dark concrete cave of Level 2.1 will lead you to Level 8. 4. In Level 64, you will reach Level 8 through the unrecorded exit. 5. Jump into the well at Level 135 to reach Level 8. 6. Most of the time, you will reach Level 8 through the small tunnel of Level -4.1. 7. Crawling through the pipes at Level 283 will lead you to a place where the colorful playground pipes transition into the small jagged rock caves at Level 8.
Level exit: 1. If you want to leave, you can randomly fall through the hole board of Level 8 and enter Level 9 2. In Level 8, a rare small silver channel will be connected to Level 75. 3. Exits to Level 2 can be found in some areas, but we do not recommend this. 4. Rumor has it that the water in the distilled pool will drag you into Level 7. 5. If you are lucky enough to survive, the asphalt pit at this level will drag you into Level 91. We do not recommend this either. 6. Cutting out of a corner of Level 8 or having a small chance of exiting the level will take you to Level 93. 7. There is a very small chance that you will reach Level 205 by cutting out the roof of the Level 8 cave. 8. Find some old TVs and cutting through them will bring you to Level 104. 9. Randomly falling through the Level 8 hole board has a very small chance of making you reach Level 69.
Level9 (Suburban)
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Level introduction: 1. Level 9 is the tenth level of the back room. This level looks like an endless suburb. 2. Level 9 is an endless suburb at midnight. This level is as dark as Level 6, but not as dangerous. The houses here come in a variety of designs and sizes, and each one is completely different. However, there are reports of seeing two identical houses next to each other. 3. The houses at Level 9 all look furnished and quite new, but there is no power supply for the lighting system. Some houses may be empty inside. Many useful items can be found in these houses and similar places. The furniture in these houses is what an ordinary person needs, such as sofas, TVs, beds, refrigerators, etc. However, due to the lack of required power, objects that require power will not function. Some of the houses have furnished yards at the back. Another unusual property of this level is that when you go too far you can find two houses that are strangely stuck inside each other, which is physically impossible. 4. The streets in Level 9 are the more dangerous areas in this level. These wet asphalt roads are not painted and are covered in leaves in some areas. Some sightings of puddles on the road attest to the presence of rain in this layer. Stone sidewalks are normal and don't look anything out of the ordinary. Any path leading to a meadow will reach Level 9.1, and walking on a path leading to a field will for some reason reach Level 10. Street lights are usually off and inactive, although some lights flash and sometimes are even powered. Where the power comes from is unknown. Always be wary of dense fog, as that is how Crusher spawns.
Tier Entities: Death Moth, Laughing Nightmare, Skin Thief, Jerry, Hound, Teleporter, Corpse Rat, Warning Kite, Massive Corpse, Wearer, Eighth Layer Spider, Neighborhood Watch, Observer, Crusher 1. The entities that appear in Level 9 include death moths, laughing nightmares, skin stealers, Jerry, hounds, teleporters, corpse rats, warning kites, and a large number of sad corpses. Sightings of Wearers and Level 8 Spiders have been reported, but they appear to have wandered into Level 9 from Level 8. Level 9 also has its own unique entities, the most famous of which include Neighborhood Watch, Observers, and Crushers.
Hierarchical buildings: base, outpost, community 1. There are only a few teams living and operating at Level 9 here, but it is entirely possible to establish a base in Level 9. Although this is an extremely dangerous task, there is currently no record of this.
Hierarchical things: 1. Level 9 was discovered based on an article published by "u/Bart0nius", a member of the missing explorer team. After he and the rest of the team fell through the floor of Level 8, he claimed that he had been dreaming and that the level was not real, although this was incorrect. How this group of explorers disappeared remains unknown.
import and export
Level entry: 1. To enter, for most wanderers, casually cutting in from the floor of Level 8 is the main method. 2. Climbing up from the Level 34 sewer grate will lead to Level 9. 3. One of the many doors in Level 92 can lead to Level 9 just like any other level. 4. The revolving door in Level 40 will lead to Level 9. 5. This floor can be reached through the yellow arcade cabinet in Level 25. 6. The middle door entering Level 54 leads to Level 9. 7. The animation house in Level 94 will bring you to this level on rare occasions. 8. Break the window in Level 87 to reach Level 9. 9. The backyard in Level 104 will take you away and bring you to Level 9.
Level exit: 1. To leave, follow the arrow signs on the street and you will soon reach Level 11 after one hundred (100) to two hundred (200) miles. This will only happen if you follow the signs. 2. The sidewalk leading to the grassland will lead to Level 9.1 or Level 10. 3. Level 60 can be reached by cutting out the street surface of Level 9. 4. Entering a house will have a chance to teleport you to Level 53. 5. Follow the wire and it may take you to Level 113. 6. An airport can be found when going to the Level 11 sign. Entering the airport will transport you to Level 36. Normally, cutting out here will lead to the first few negative levels. Finding a playground and crawling through any pipe with a white glowing inner window will usually teleport you to the Level 283 pipe.