"Backrooms" is finally here. If you've never heard of it, it's an American sci-fi horror film that takes viewers on a terrifying journey through liminal spaces.
The film follows a therapist who dares to venture into a surreal, infinite maze-like alternate dimension to rescue her missing patient. Directed by 20-year-old YouTuber Kane Parsons, it's been touted as "disturbing, visually unforgettable, and intellectually ambitious." Before you get sucked into the Backroom rabbit hole, we suggest you prepare yourself.
Bored Panda has put together an extensive and detailed list of Backrooms levels. Keep scrolling to find out what dangers are lurking around the corner, and most importantly, how to escape. But be warned: the following trip might leave you feeling more than a little unsettled.
#1 Level 0 - "Threshold"

Difficulty: Class 1
Safe, Secure, Unconfirmed Entities
Safe, Secure, Unconfirmed Entities
Level 0, often nicknamed “The Yellow H**l,” is the first and most recognizable area of the Backrooms. Endless yellow hallways, damp carpets, buzzing fluorescent lights, and empty office-like rooms stretch endlessly in every direction. At first glance, it almost feels familiar — like an abandoned workplace frozen in time — but the longer you stay, the more unnatural everything becomes.
The layout constantly shifts around wanderers. Hallways seem to move, dead ends appear without warning, and rooms that once existed suddenly disappear. After enough time inside, many people begin losing their sense of direction, time, and even reality itself.
The carpets are permanently soaked with strange liquids ranging from salt water to substances nobody has identified. Combined with the endless buzzing lights and the crushing monotony of identical rooms, Level 0 slowly breaks people down psychologically.
What Makes It Dangerous?
The biggest danger in Level 0 is complete isolation. A phenomenon known as the “Isolation Effect” prevents wanderers from properly interacting with each other, even if they entered together. Voices become distorted, notes disappear, and attempts to mark pathways mysteriously fail. Everyone experiences Level 0 alone.
Wanderers also report hearing whispers, scratching sounds behind walls, and familiar voices echoing from distant hallways. While no entities have officially been confirmed here, many claim they’ve seen shadowy figures watching them from around corners before suddenly vanishing.
How You Can Get There
Most people enter Level 0 by accidentally “noclipping” out of reality through walls, floors, or places that feel strangely unnatural. For many, it’s their first experience inside the Backrooms.
How To Escape
Some wanderers believe finding a flickering wall and forcing yourself through it can lead to Level 1 — the first area of the Backrooms that shows signs of human survival.
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#2 Level 1 — “Habitable Zone”

Difficulty: Class 1
Safe, Secure, Presence of Anomalous Resources, Minimal Entity Count
Safe, Secure, Presence of Anomalous Resources, Minimal Entity Count
After escaping the endless yellow maze of Level 0, wanderers often arrive in Level 1 — a massive industrial labyrinth filled with concrete halls, exposed pipes, abandoned corridors, and dim fluorescent lights. Unlike the complete isolation of the previous level, this place feels strangely alive. Supplies can be found here, settlements exist deep within the halls, and for the first time, survival feels possible.
The level is split into two primary areas: enormous warehouse-like halls and tighter corridor systems hidden behind heavy metal doors. The halls are vast non-Euclidean spaces where distances behave unnaturally, making navigation extremely disorienting. A hallway that looks nearby may take hours to reach, while familiar routes can suddenly shift without explanation.
The corridors are far safer and more stable, often used by wanderers as makeshift camps or temporary shelters.
Level 1 is also known for its mysterious supply crates. These wooden boxes appear randomly throughout the level and may contain food, tools, clothing, weapons, Almond Water, or completely useless junk. Many wanderers believe these crates are the only reason long-term survival is possible here.
What Makes It Dangerous?
The greatest threat in Level 1 is a phenomenon known as “Flickering.” Without warning, every light in the level suddenly shuts off, leaving the halls in complete darkness. This is when entities begin to emerge.
Experienced wanderers advise reaching the corridors immediately whenever Flickering starts, as the open halls become extremely dangerous during these events.
Level 1 is home to multiple hostile entities, including humanoid predators that roam the darkness searching for isolated wanderers. Combined with the level’s distorted geometry, escaping danger can quickly become impossible once the lights go out.
How You Can Get There
Most wanderers enter Level 1 after escaping Level 0 through a flickering wall, though hidden doors and thresholds from other levels can also lead here.
How To Escape
The most common path forward leads to Level 2. Wanderers usually reach it by traveling deeper into areas where pipes, machinery, and industrial structures become more frequent.
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#3 Level 2 - "Abandoned Utility Halls"

Difficulty: Class 3
Unsafe, Unsecure, Low Entity Count
Unsafe, Unsecure, Low Entity Count
Level 2 is an endless network of industrial maintenance tunnels filled with exposed pipes, broken machinery, hanging wires, and narrow concrete hallways. Unlike the distorted geometry of Level 1, the environment here follows more stable physical rules — but navigating it is still extremely difficult due to the repetitive maze-like design.
Most corridors are cramped and claustrophobic, made even tighter by massive pipes running along the walls and ceilings. The constant hum of machinery echoes through the tunnels while flickering fluorescent lights cast harsh white and orange glows across the dusty concrete. In some areas, the power has failed completely, leaving entire sections in total darkness.
Abandoned tools, rusted barrels, ladders, crates, and locked industrial doors can be found scattered throughout the level. Some doors lead to storage rooms, empty offices, or giant warehouse-like chambers, while others open directly into endless black voids.
A few rooms seem to loop endlessly back into themselves, trapping wanderers in repeating hallways for hours — or even days.
What Makes It Dangerous?
Level 2 is considered far more dangerous than the previous levels due to both its hostile entities and the environment itself.
Large sections of the level permanently lost power after a catastrophic system failure, plunging countless tunnels into darkness. Wanderers report hearing movement, metallic scraping, and distant machinery in these blacked-out areas long before anything becomes visible.
The level itself is also extremely hazardous. Tight corridors, leaking pipes, unstable equipment, exposed electrical systems, and endless identical tunnels make becoming lost almost inevitable. Many wanderers disappear after entering dark sections or rooms connected to the void spaces.
How You Can Get There
Most people reach Level 2 by following long industrial corridors within Level 1, though some claim to have noclipped directly into the tunnels from reality itself.
How To Escape
Unlocked industrial doors throughout the level commonly lead to Level 3 or Level 4, while some exits loop wanderers back into Level 1. Other paths exist deeper within the tunnels, though reaching them often requires traveling through dangerous or unstable areas.
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#4 Level 3 — “Electrical Station”

Difficulty: Class 4
Unsafe, Unsecure, Medium Entity Count
Unsafe, Unsecure, Medium Entity Count
Level 3 is a massive industrial labyrinth filled with generators, exposed wiring, rusted metal corridors, pipes, and endless machinery. The level is almost never quiet. The constant sound of grinding metal, humming electricity, flowing sludge, and distant mechanical noises echoes endlessly through the halls.
Most corridors are extremely cramped, forcing wanderers to crawl, crouch, or squeeze sideways between machinery and concrete walls. Dust-covered brick tunnels, leaking pipes, and low metal ceilings make the entire environment feel suffocatingly claustrophobic.
In some areas, rusty prison bars suddenly appear across hallways with no visible purpose and no known way through.
Scattered throughout the level are hidden electrical rooms containing generators, breaker systems, old computers, fluorescent lighting, and abandoned industrial equipment. Wanderers often search these rooms for valuable supplies such as Almond Water, flashlights, tools, weapons, and rare Backrooms objects.
Strangely, Level 3 is also known for having some of the strongest and most stable Wi-Fi signals in the entire Backrooms.
What Makes It Dangerous?
Level 3 is considered one of the first truly deadly levels many wanderers encounter. Hostile entities are extremely common here, and traveling long distances without encountering something dangerous is considered nearly impossible.
The environment itself is equally hazardous. Thick black sludge flows through many of the pipes, releasing toxic fumes capable of damaging the nervous system and causing severe burns on contact. Machinery throughout the level can suddenly overheat, explode, or catch fire without warning, while some sections become so hot that breathing becomes difficult.
Many wanderers report hearing heavy footsteps, metallic banging, or distorted voices echoing through nearby tunnels long before anything appears.
How You Can Get There
Most wanderers enter Level 3 through unlocked doors found in Level 2. Certain elevators from Level 4 and Level 5 may also lead here, along with industrial buildings connected to Level 11.
How To Escape
Elevators scattered throughout the level commonly lead to Level 4 or Level 5. Some wooden doors connect to Level 31, while stranger exits hidden inside electrical rooms may transport wanderers somewhere far less predictable.
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#5 Level 4 — “Abandoned Office”

Difficulty: Class 1
Safe, Secure, Minimal Entity Count
Safe, Secure, Minimal Entity Count
Level 4 resembles an enormous abandoned office building filled with empty rooms, fluorescent lights, endless hallways, and darkened windows. After the oppressive industrial tunnels of previous levels, the atmosphere here feels strangely calm — almost comforting at first glance.
That feeling rarely lasts long.
Most offices are nearly empty, with only scattered desks, overturned chairs, and abandoned cubicles remaining. Water coolers, vending machines, and fountains filled with Almond Water can be found throughout the level, making it one of the safest and most resource-rich locations in the Backrooms.
Because of this, Level 4 has become a major gathering point for wanderers, small settlements, and trading groups trying to recover from more dangerous areas.
Nearly every window inside the level has been blacked out completely. The few visible windows that remain are considered extremely dangerous, and experienced wanderers avoid them entirely. Nobody fully agrees on what happens near them, but stories surrounding the windows are disturbing enough that most people refuse to investigate further.
What Makes It Dangerous?
Level 4 is considered one of the safest levels in the Backrooms due to its low entity count. Only a handful of hostile creatures have been reliably documented here, making direct attacks relatively uncommon.
The real danger comes from complacency.
Many wanderers become too comfortable inside Level 4 because of its supplies, stable environment, and sense of normalcy. Some reportedly stay for months at a time, slowly becoming paranoid, emotionally detached, or unwilling to leave the false safety of the offices behind.
The mysterious windows are also treated as a serious threat, despite very little being understood about them.
How You Can Get There
Level 4 can be reached through elevators in Level 3, unlocked doors in Level 2, or by noclipping through walls inside The Hub. Some wanderers falling through The Pit in Level 283 have also reportedly arrived here.
How To Escape
Office stairways and elevators throughout the level commonly lead to Level 5 or Level 6, while some elevators may return wanderers to Level 3. Rare basement staircases can also connect to Level 71.
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#6 Level 5 — “Terror Hotel”

Difficulty: Class 2
Unsafe, Secure, Low Entity Count
Unsafe, Secure, Low Entity Count
Level 5 is a massive seemingly endless hotel inspired by early 1900s luxury architecture. Elegant hallways, chandeliers, antique furniture, jazz music, and polished wooden floors make the level feel strangely sophisticated compared to the industrial nightmare of previous levels.
But something inside the hotel feels deeply wrong.
The building always appears perfectly maintained. Dust vanishes within minutes, furniture repairs itself, and soft jazz constantly echoes through hidden speakers somewhere behind the walls. Old paintings lining the corridors seem to follow wanderers with their eyes, while distant conversations and muffled laughter can sometimes be heard from rooms that turn out to be completely empty.
Many wanderers describe the hotel as feeling “occupied” despite rarely seeing another person.
Level 5 is divided into three main areas: The Main Hall, The Beverly Room, and The Boiler Room.
The Main Hall contains endless hotel corridors decorated with ornate wallpaper, antique paintings, locked doors, and old elevators. Some rooms are fully furnished and stable enough to support long-term survival.
The Beverly Room, often called “The Eternal Ballroom,” is a massive ballroom centered around a mysterious table holding untouched drinks and an unfinished Mahjong game. Wanderers instinctively avoid touching anything inside the room, though nobody fully understands why.
Meanwhile, The Boiler Room is a sprawling industrial maze hidden beneath the hotel, packed with leaking pipes, furnaces, machinery, and dense steam. The deeper wanderers travel, the hotter and more claustrophobic the environment becomes.
What Makes It Dangerous?
While Level 5 contains fewer entities than Level 3, it is still considered highly dangerous. Deathmoths commonly nest inside dark rooms and abandoned hallways, while Hounds, Skin-Stealers, Watchers, and other hostile entities have all been documented throughout the hotel.
The elevators are especially feared by experienced wanderers. Traveling above the 12th floor often results in disappearances, and nobody knows what truly exists in the upper sections of the hotel.
The Boiler Room itself is equally hazardous due to its unbearable heat, unstable machinery, maze-like structure, and suffocating atmosphere.
Many wanderers also report sudden feelings of paranoia, dread, or the sensation that something is quietly following them through the halls.
How You Can Get There
Most wanderers reach Level 5 through elevators in Level 3 or old stairways found in Level 4. Certain houses in Level 10 and damaged doors in other levels may also lead here.
How To Escape
Returning through elevators or stairways may lead back to Levels 3 and 4. Traveling deeper into The Boiler Room can eventually lead to Level 6, while certain strange doors hidden throughout the hotel may transport wanderers to entirely different levels.
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#7 Level 6 — “Lights Out”

Difficulty: Pending
Safety Undetermined, Unsecured, Presence of Entities Undetermined
Safety Undetermined, Unsecured, Presence of Entities Undetermined
Level 6 is considered one of the darkest and most psychologically terrifying places in the entire Backrooms. The level exists in complete darkness where neither natural nor artificial light functions at all. Flashlights, lanterns, phones, and every other light source instantly fail the moment someone enters.
Nobody truly knows how large the level is because nobody has ever seen it.
Exploration inside Level 6 is done entirely by touch. Wanderers slowly feel their way through narrow hallways lined with cold concrete-like walls, carefully moving forward in total blindness. The level is also almost completely silent, creating an overwhelming sense of isolation that many survivors describe as even worse than the darkness itself.
After enough time inside, the silence begins to feel unnatural.
Many wanderers report hearing whispers, breathing, scratching sounds, distant footsteps, or movement somewhere nearby despite no entities ever being officially confirmed here. Others describe the constant sensation that something unseen is standing just outside their reach, quietly watching them from the darkness.
What Makes It Dangerous?
Level 6 is considered one of the deadliest early Backrooms levels despite the complete lack of confirmed entities. The darkness, silence, disorientation, and isolation slowly wear people down psychologically until panic and paranoia begin taking over.
Many wanderers experience auditory hallucinations, panic attacks, overwhelming dread, and complete mental breakdowns after only a short time inside the level. Survivors often struggle to explain exactly what happened to them there, and very few people who enter Level 6 are ever seen again.
Rumors also exist about strange figures hidden somewhere within the darkness, including a wanderer said to guard a functioning light switch and a mysterious group known as “Mimicry,” whose members can perfectly imitate any voice or sound they hear.
Nobody knows whether these stories are true.
How You Can Get There
Level 6 is most commonly accessed through The Boiler Room in Level 5. Another entrance reportedly exists near Base Omega in Level 4.
How To Escape
Traveling deep enough into the darkness may eventually lead to a stairwell descending into Level 7. Wanderers claim the exit can sometimes be found by listening for the faint sound of ocean waves echoing somewhere in the distance.
Rare metal doors may also lead to Level 129, while tripping over certain wires can unexpectedly transport wanderers into Level 6.1.
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#8 Level 7 — “Thalassophobia”

Difficulty: Class 4
Unsafe, Unsecure, Medium Entity Count
Unsafe, Unsecure, Medium Entity Count
Level 7 is an impossibly vast ocean stretching endlessly in every direction beneath a gigantic concrete ceiling. Dim natural light fills the level despite there being no visible sun or clear light source anywhere above the water.
Nobody knows how deep the ocean truly is.
The level is considered one of the greatest barriers between the early Backrooms and the far deeper levels beyond it.
Most wanderers first arrive inside a strange furnished room connected directly to the sea below. The room contains bookshelves, a chair, a small table, and shallow water covering the carpeted floor. At first, it appears normal.
Then the perspective shifts.
The room is actually built sideways into the ceiling above the ocean, and anyone stepping too close to the doorway can suddenly fall “down” into the freezing water far below.
Beyond the entrance lies the endless sea itself. The farther explorers travel from the surface, the darker and more disturbing the environment becomes. The upper waters are dimly lit and relatively calm, but deeper regions descend into freezing darkness where visibility disappears entirely.
The deepest known areas — often referred to as the Midnight Zone and the Abyss — contain massive underwater cliffs, strange bubbling voids, and enormous skeletal remains scattered across the ocean floor. Some explorers claim the seabed itself feels disturbingly similar to wet carpet.
Many of the skeletons found below appear vaguely humanoid, though horribly distorted and unnaturally large.
What Makes It Dangerous?
The greatest threats inside Level 7 are two massive entities known only as “The Thing On Level 7” and “Tiny.” Together, the creatures are believed to have wiped out nearly all other life inside the ocean.
Tiny reportedly remains closer to the surface, while The Thing primarily inhabits the Midnight Zone and the upper Abyss. Both creatures are considered so dangerous that experienced wanderers strongly advise avoiding the ocean depths entirely.
Even the entities themselves appear unwilling to confront one another.
The ocean alone is also extremely deadly due to its freezing temperatures, impossible scale, crushing isolation, and the constant risk of becoming stranded in total darkness far away from the entrance room.
How You Can Get There
The only confirmed entrance is the staircase descending from Level 6 directly into the furnished room above the ocean.
How To Escape
The most common exit is an underwater cave hidden deep within the Midnight Zone that reportedly leads to Level 8. Other rumored exits may connect to Level 9, Level 83, and even Level 880 somewhere far across the endless sea.
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#9 Level 8 — “Cave Systems”

Difficulty: Class 4
Very Difficult to Exit, Extreme Environmental Risk, Extreme Hostile Presence
Very Difficult to Exit, Extreme Environmental Risk, Extreme Hostile Presence
Level 8 is an endless underground cave system stretching deep beneath the Backrooms. Unlike the offices, hotels, and industrial tunnels found in earlier levels, this place feels completely untouched by humanity — ancient, wild, and hostile.
Jagged rock formations, underground rivers, narrow tunnels, and enormous caverns twist endlessly through the darkness. Some passages are so tight that wanderers are forced to crawl for hours, while others suddenly open into massive underground chambers large enough to swallow entire cities.
The level is freezing cold, almost completely dark, and notoriously difficult to navigate. Gravity behaves unpredictably in certain tunnels, pathways loop impossibly back into themselves, and even straight routes can suddenly lead somewhere entirely different. Many wanderers lose their sense of direction within only a few hours.
One of the only relatively safe routes through the caves is a marked trail known as the “9th Road,” maintained by the M.E.G. organization. Warning signs, symbols, and trail markers guide survivors through safer areas toward settlements and possible exits.
Leaving the path is considered extremely dangerous.
What Makes It Dangerous?
Almost everything inside Level 8 is hostile to human survival.
Flooding can occur without warning, instantly turning dry tunnels into deadly underwater traps. Oxygen levels in some caves drop dangerously low, temperatures shift violently between freezing cold and unbearable heat, and unstable terrain frequently collapses beneath wanderers without warning.
The creatures inhabiting the caves are equally terrifying.
Massive spiders, venomous arachnids, and enormous serpentine predators known as Wranglers roam throughout the tunnels hunting anything they can find. Some Wranglers are rumored to grow over a mile long, burrowing directly through solid rock while searching for prey.
Pools of boiling black tar known as “Hands Of Tar” are also scattered throughout the level. Wanderers who approach too closely risk being violently dragged beneath the surface.
Despite its dangers, Level 8 also contains strange moments of beauty. Some caverns glow with bioluminescent fungi, while floating entities known as Light Guides occasionally appear to help lost wanderers navigate through the darkness.
Nobody fully understands why they help.
How You Can Get There
Most wanderers enter Level 8 through the staircase descending from Level 7, though other cave entrances connected to deeper Backrooms levels are rumored to exist.
How To Escape
Following the 9th Road is considered the safest way out. The trail eventually connects to Level 9 and several other exits deeper within the Backrooms, though surviving the journey through the caves is far from guaranteed.
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#10 Level 9 — “The Suburbs”

Difficulty: Class 5
Unsafe, Unsecure, Entity Infestation
Unsafe, Unsecure, Entity Infestation
Level 9 is an endless suburban neighborhood trapped in permanent midnight. Silent streets stretch forever beneath dark skies, lined with empty houses, dead trees, and flickering streetlights that barely illuminate the road ahead.
Everything about the level feels strangely familiar — like an ordinary neighborhood twisted into something deeply wrong.
The houses vary wildly in appearance. Some look modern and perfectly maintained, while others appear abandoned, decayed, or completely empty inside. Many homes are fully furnished with kitchens, televisions, bedrooms, and family photographs, but none of the electronics function properly.
Some wanderers report entering houses that feel larger on the inside than outside, while others describe buildings partially merged together in impossible ways, as though reality itself is slowly falling apart.
The streets are considered the most dangerous part of the level. Wet asphalt roads, dense fog, broken sidewalks, and malfunctioning streetlights create the constant feeling that something is watching from somewhere just beyond the darkness.
Many wanderers claim they can sometimes see silhouettes standing motionless behind windows before disappearing moments later.
What Makes It Dangerous?
Level 9 is heavily infested with hostile entities, making long-term survival extremely difficult. Smilers, Hounds, Skin-Stealers, Deathmoths, and numerous other creatures have all been documented throughout the suburbs.
Several entities unique to the level have also been reported, including disturbing figures known as “The Neighborhood Watch,” “The Observer,” and “The Mangled.”
The fog itself is considered especially dangerous and is strongly linked to sightings of The Mangled. Many wanderers report experiencing paranoia, confusion, auditory hallucinations, and the overwhelming sensation of being followed while traveling through the streets.
One explorer famously described the level as “Level 6 on crack.”
How You Can Get There
Most wanderers enter Level 9 by falling through the floor somewhere inside Level 8, though several other levels reportedly contain hidden entrances leading into the suburban streets.
How To Escape
Following the street signs long enough may eventually lead to Level 11. Certain grassy paths connect to Level 9.1 or Level 10, while some houses and hidden locations throughout the suburbs can transport wanderers elsewhere entirely.
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#11 Level 10 — “Bumper Crop”

Difficulty: Class 1
Somewhat Difficult to Exit, Low Environmental Risk, No Hostile Entities
Somewhat Difficult to Exit, Low Environmental Risk, No Hostile Entities
Level 10 is an endless countryside covered in massive wheat and barley fields stretching endlessly toward the horizon. Overcast skies, light rain, quiet dirt roads, and distant barns give the level the appearance of an abandoned farming region frozen in time.
Compared to the horrors of previous levels, the environment initially feels strangely peaceful.
Scattered throughout the fields are lakes, wooden sheds, barns, fences, and dirt roads marked with old tire tracks. Many structures contain useful supplies such as wood, nails, tools, and other basic materials needed for survival. The lakes are considered safe to drink from, though the water has an unusually clear appearance and a faint earthy taste many wanderers find unsettling.
The atmosphere throughout Level 10 is calm but deeply melancholic. Endless daylight and identical fields make tracking time nearly impossible, while the silence creates the constant feeling that people once lived here before suddenly vanishing.
Some wanderers claim they occasionally see distant figures standing motionless between the crops before disappearing moments later.
What Makes It Dangerous?
Level 10 contains very few hostile entities, making it one of the safer levels in the Backrooms. However, strange worm-like organisms inhabit the soil beneath the fields.
Digging deeper than a meter into the ground can cause enormous masses of worms to rapidly emerge from below the surface. Witnesses describe the creatures writhing together in unnatural clusters, while some reports claim the worms have attempted to burrow directly into human skin.
Another disturbing aspect of the level is its unnatural relationship with decay.
Organic material inside Level 10 appears unable to properly decompose. Food behaves strangely, animal remains fail to rot normally, and some wanderers who survived off the crops for extended periods reportedly became paranoid, emotionally numb, or severely disturbed over time.
Nobody fully understands why.
How You Can Get There
Most wanderers reach Level 10 through grassy paths connected to Level 9. Certain roads in Level 11 and an arcade machine inside Level 25 may also lead here.
How To Escape
Following the dirt roads long enough may eventually lead to Level 11. Entering patches of canola flowers can reportedly transport wanderers to Level 184, while swimming into certain lakes may lead to unknown aquatic levels deeper within the Backrooms.
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#12 Level 11 — “The City That Never Sleeps”

Difficulty: Class 2
Safe, Unsecure, Low Entity Count
Safe, Unsecure, Low Entity Count
Level 11 is a massive endless city resembling a modern urban environment. Streets stretch endlessly in organized blocks surrounded by apartments, offices, shops, factories, subway systems, canals, and towering skyscrapers that continue far beyond the horizon.
Compared to many earlier Backrooms levels, the city almost feels normal.
That normality is what makes it so unsettling.
Unlike the abandoned suburbs of Level 9, Level 11 is considered one of the most populated and livable locations in the Backrooms. Electricity functions normally, clean water flows through pipes, streetlights remain active, and factories continue producing supplies entirely on their own despite the near-total absence of workers.
Food appears stocked in stores. Elevators still operate. Traffic lights continue cycling endlessly through empty intersections.
Nobody knows who keeps the city running.
The environment also changes in subtle but disturbing ways whenever left unobserved. Cars relocate themselves overnight, advertisements randomly switch languages or images, construction sites appear without warning, and entire neighborhoods slowly modernize over time.
Some buildings can be explored freely, while others remain permanently sealed shut no matter how hard wanderers attempt to enter.
What Makes It Dangerous?
Although Level 11 is far safer than most Backrooms levels, it remains deeply unpredictable.
The greatest danger comes from the city’s countless exits leading into other levels. Alleyways, subway stations, roads, elevators, buildings, and even random street corners can suddenly transport wanderers somewhere entirely different — including extremely dangerous or unknown locations.
Hostile entities also roam the city, including Hounds, Facelings, and numerous rarer creatures. However, Level 11 is famous for a strange phenomenon known as the “Level 11 Effect,” which causes many normally aggressive entities to behave passively unless directly provoked.
Even so, wanderers are strongly warned against becoming too comfortable inside the city.
How You Can Get There
Level 11 can be reached from a huge number of Backrooms levels and is often entered accidentally. Many wanderers arrive simply by taking the wrong road, subway entrance, doorway, or alley somewhere else in the Backrooms.
How To Escape
Because Level 11 connects to countless other levels, there are nearly endless ways to leave. Subways, tunnels, roads, buildings, elevators, and even ordinary intersections may all act as exits leading deeper into the Backrooms.
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#13 Level 12 — “Matrix”

Difficulty: Class 0
Safe, Secure, Devoid of Entities
Safe, Secure, Devoid of Entities
Level 12 is one of the strangest and least understood places in the entire Backrooms. At first glance, it appears to be nothing more than a small white room containing a table, a chair, and a locked door.
The room is brightly lit, completely silent, and unnervingly empty.
Nothing inside the level appears damaged or dirty. The walls are perfectly white, the lighting never flickers, and no sound can be heard beyond a faint electrical hum that many wanderers claim might not even be real.
What makes Level 12 truly unusual is its bizarre “censoring” effect.
Any attempt to photograph, record, or document the level immediately fails. Images become blank white screens or distorted static, while video footage degrades into colorless testing patterns. Even saved files, filenames, and digital records have been known to erase themselves entirely after leaving the level.
Later explorations revealed that the room is only a tiny part of something much larger.
Beyond the locked door lies an endless white void scattered with random furniture, objects, and duplicate doors partially sunken into the floor. The farther wanderers travel into the emptiness, the stranger reality itself begins to feel. Objects lose definition, distances become impossible to judge, and some explorers report forgetting where they were going mid-sentence.
What Makes It Dangerous?
Level 12 contains no known hostile entities, but the level itself appears to affect human perception and memory.
Many wanderers experience confusion, mental fog, memory loss, and difficulty concentrating after spending too long inside the level. Survivors often struggle to clearly remember what happened there, with some claiming entire conversations or hours of exploration simply vanished from their minds afterward.
The endless white void also becomes deeply disorienting over time. Many doors scattered throughout the level lead directly back to the same original room, trapping wanderers in confusing loops that can continue indefinitely.
Some explorers eventually stop trying to leave at all.
How You Can Get There
The exact method of entering Level 12 remains unknown, though some wanderers claim certain Window Entities in Level 11 can safely guide people into the level.
How To Escape
Escaping Level 12 reportedly requires following a very specific sequence involving the chair, the locked door, and one of the duplicate doors hidden somewhere within the white void. If performed correctly, the exit may lead to Level 1, Level 4, Level 10, or several other early Backrooms levels.
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#14 Level 13 — “The Boiling Frogs”

Difficulty: Class 2E - Environmental
Unsafe, Secure, Non-Entity Hazards
Unsafe, Secure, Non-Entity Hazards
Level 13 resembles a gigantic apartment complex stretching across 290 nearly identical floors. Endless beige hallways, dim fluorescent lights, elevators, stairwells, and repetitive apartment doors make the level feel painfully ordinary.
At first, nothing about the environment seems dangerous. That is exactly what makes it terrifying.
The apartments contain everything needed for basic survival. Kitchens mysteriously restock themselves with simple food, bathrooms function normally, televisions endlessly replay old programs, and bedrooms provide just enough comfort for people to slowly settle into routine.
Life inside Level 13 quickly becomes repetitive: eat, sleep, wander the halls, then repeat the same cycle again the next day.
And eventually, many people stop questioning it.
The longer someone remains inside the level, the more emotionally detached and lethargic they become. Wanderers often grow strangely attached to their apartments, losing motivation to explore, escape, or even interact with others. Some residents reportedly spent decades inside the same room before suddenly vanishing without explanation.
Many apartments appear abandoned only moments after their occupants disappear.
What Makes It Dangerous?
Level 13 contains very few traditional dangers and almost no hostile entities. Instead, the level itself slowly wears people down psychologically.
Many wanderers eventually isolate themselves completely, accepting the endless routine of the apartments as normal life. Survivors describe losing track of time, forgetting why they entered the Backrooms in the first place, and becoming emotionally numb after extended stays inside the complex.
The level became especially infamous after the B.N.T.G.’s “Free Home Project,” during which large groups attempted to permanently settle inside the apartments. Over time, many residents became psychologically trapped by the level’s unnatural sense of comfort and routine.
Even after parts of the level suffered catastrophic damage, some residents still refused to leave their rooms.
How You Can Get There
Level 13 is commonly entered through ordinary-looking doors, elevators, stairwells, or apartment hallways connected to several other levels, especially Level 12 and Level 21.
How To Escape
Exits from Level 13 are intentionally difficult to notice. Certain bland doors may lead to Level 0 or Level 114, while elevators, staircases, red doors, and even strangely colored walls can unexpectedly transport wanderers elsewhere in the Backrooms.
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#15 Level 14 — “Paradise”

Level 14 — “Paradise”
Difficulty: Class Paradise
Beautiful, Serene, Perfect
Beautiful, Serene, Perfect
Level 14 appears as a vast dreamlike forest beneath an eternal night sky. Crimson grass sways softly beneath pale moonlight while waterfalls echo somewhere far in the distance. Above, countless stars shine endlessly without ever fading.
Compared to the horrors of the surrounding Backrooms, the level feels impossibly peaceful.
Almost too peaceful.
Many wanderers describe the overwhelming sensation that the forest somehow understands them. Soft whispers drift through the trees, distant voices speak gently from the darkness, and painful memories slowly begin to feel less important the longer someone remains inside the level.
The deeper wanderers travel into the forest, the harder it becomes to think clearly or resist the strange comfort surrounding them.
Scattered throughout the crimson fields are motionless human figures resting peacefully in the soil beneath the stars. Moonlight reflects against exposed bones and empty eye sockets, yet many wanderers report feeling calm rather than disturbed while looking at them.
Some even describe the bodies as “beautiful.”
What Makes It Dangerous?
Level 14 is extremely dangerous because of its powerful psychological influence.
The level appears capable of manipulating emotions, thoughts, and perception itself, slowly convincing wanderers that they have finally found peace after everything they survived in the Backrooms. Over time, many people begin losing their sense of identity, purpose, and desire to leave.
The whispers throughout the forest encourage wanderers to “rest,” “stay,” and “become part of paradise.”
Survivors who managed to escape often speak incoherently afterward, describing intense feelings of emptiness, grief, or an overwhelming desire to return to the forest no matter the cost.
Some refuse to speak about the experience at all.
How You Can Get There
The exact entrance to Level 14 remains intentionally unclear. The level itself repeatedly implies that wanderers already “know” how to reach it simply by continuing deeper into the Backrooms.
How To Escape
Very little is known about escaping Level 14. Survivors rarely explain how they managed to leave, and the level strongly suggests that nobody would ever truly want to escape its idea of “paradise.”
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#16 Level 15 — “Futuristic Halls”

Difficulty: Class 0
Safe, Secure, Devoid of Entities
Safe, Secure, Devoid of Entities
Level 15 is a gigantic maze of futuristic corridors, laboratories, dormitories, machine rooms, and industrial facilities stretching endlessly in every direction. Bright white concrete walls, steel support beams covered in strange symbols, and enormous glowing lights give the entire level a cold, artificial atmosphere unlike anything else in the Backrooms.
Some sections are brightly illuminated with sterile white light. Others suddenly descend into complete darkness without warning.
Scattered throughout the facility are enormous sealed chambers containing mysterious machines ranging from laptop-sized devices to structures so massive their full size cannot even be measured. Some appear to endlessly manufacture simple objects such as steel rods or cables, while others perform functions nobody has been able to understand.
Many of the machines appear abandoned, damaged, or violently destroyed.
Dried blood stains the floors in certain hallways, shattered equipment litters the facility, and human corpses wearing torn lab coats can occasionally be found collapsed beside broken machinery. Several dead Hounds have also been discovered throughout the level, strongly suggesting something catastrophic happened here long ago.
Despite this, no living hostile entities have ever been officially documented inside Level 15. That fact alone deeply unsettles most explorers.
What Makes It Dangerous?
The greatest danger in Level 15 is its overwhelming isolation and apparent lack of escape routes. The facility is so enormous that many wanderers spend weeks exploring without ever finding familiar locations again.
Abandoned campsites, barricades, emergency messages, and signs of violent fighting appear throughout the halls, creating the constant feeling that the level was suddenly evacuated after some kind of disaster.
Some areas are also believed to contain unstable machinery, hazardous energy sources, or unknown forms of radiation.
One of the strangest locations discovered so far is a chamber containing a doorway that appears to open directly into outer space. Beyond the threshold lies a star-filled void and a massive glowing blue celestial object suspended silently in the distance.
Nobody knows whether the doorway is real.
How You Can Get There
Level 15 is considered extremely difficult to access. The only confirmed entrance temporarily appeared inside Level 10 as a gigantic wall containing a hidden doorway. A wanderer named Enric entered through it and became trapped after the entrance vanished two days later.
How To Escape
No reliable exit from Level 15 has ever been confirmed. Researchers believe the space-like doorway hidden deep within the facility may connect to another unknown location, though nobody has successfully escaped through it.
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#17 Level 16 — “Altered Topography”

Difficulty: 0
Level 16 is considered one of the most unstable environments in the entire Backrooms. Unlike most levels, its landscape can completely transform into an entirely different biome without warning.
Explorers originally described the level as a peaceful rainforest covered in dense fog beneath a permanent dawn sky. Gravity there appeared noticeably weaker, causing wanderers and loose objects to feel strangely weightless while the surrounding plants and wildlife remained completely unaffected.
Later expeditions returned expecting the same environment. Instead, they found an endless frozen tundra.
The rainforest had vanished entirely, replaced by glaciers, reflective ice fields, violent snowstorms, and freezing winds powerful enough to erase footprints within seconds. Some explorers reported witnessing the environment changing while they were still inside it, with entire sections of terrain violently reshaping themselves in real time.
Trees froze solid in moments. Rivers burst from rock walls. Ice erupted directly from the ground beneath people’s feet. Nobody understands why the level changes.
What Makes It Dangerous?
The greatest danger in Level 16 is the environment itself.
The level can suddenly and catastrophically alter its terrain, climate, gravity, and physical rules without warning. Entire regions may freeze over within minutes, while stable pathways can instantly collapse, flood, or disappear completely.
Because the level constantly rewrites itself, information becomes outdated almost immediately. Maps lose usefulness, known exits vanish, and survival strategies that once worked may suddenly become deadly during the next environmental shift.
Some wanderers believe the level is somehow “alive” due to how aggressively it reacts to exploration.
Large groups of Light Guides have also been observed shortly before major transformations occur, often appearing silently in the distance moments before the terrain begins changing again.
How You Can Get There
The only confirmed entrance currently involves touching strange metallic gallium-like patches discovered inside Level 75.
How To Escape
The exit depends entirely on the level’s current form, though all confirmed exits eventually lead to Level 46.
During the rainforest state, climbing a tree covered in sand may trigger the transition. In the frozen tundra version, standing on a sheet of ice dusted with sand appears to produce the same effect.
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#18 Level 17 — “The Carrier”

Safe, Secure, Minimal Entity Count
Difficulty: Class 1
Level 17 resembles the endless interior of a gigantic naval aircraft carrier modeled after an old Essex-class warship. Narrow metal corridors, flooded passageways, industrial machinery rooms, and cramped stairwells stretch endlessly through the ship’s interior.
The entire level feels cold, damp, and eerily abandoned.
Most areas remain silent except for the distant sounds of creaking metal, dripping water, ventilation systems, and the occasional groan of the carrier shifting somewhere deep within the darkness. Some hallways are completely submerged, while others remain dimly lit by weak industrial lights flickering above rust-covered walls.
The farther wanderers climb through the ship, the stranger the environment becomes.
Some corridors abruptly end in black flooded chambers, while others appear to loop endlessly back into themselves. In certain sections, the ship almost feels less like a military vessel and more like something attempting to imitate one.
What Makes It Dangerous?
Level 17 is home to a unique entity known as “Imprints.”
These figures appear as distorted copies of previous wanderers who once explored the carrier. Although they are not physically aggressive, simply looking directly at one causes severe psychological trauma. Witnesses describe overwhelming dread, panic, nausea, and the sensation that something is deeply wrong with the creature’s appearance.
Extended eye contact can render a person unconscious for hours and, in extreme cases, may even result in brain death.
The upper levels of the carrier are considered even more dangerous. Strange translucent doors and windows emit an unnatural light that slowly causes water to accumulate inside a wanderer’s lungs after prolonged exposure.
Victims effectively begin drowning from the inside. Many explorers report hearing coughing, splashing, or distant voices echoing from empty hallways long before encountering anything unusual.
How You Can Get There
Level 17 is most commonly entered through Level 7. Swimming toward a submerged light source deep beneath the ocean reportedly transports wanderers into the flooded lower sections of the carrier.
How To Escape
Several exits from Level 17 have been documented. Climbing h**h enough through the upper floors may eventually lead to a red metal door connected to Level 11.
Flooded hallways can sometimes return wanderers to the surface rooms of Level 7, while rare passages leading toward Level 18 have also been reported.
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#19 Level 18 — “Memories”

Difficulty: Class 1
Safe, Secure, Minimal Entity Count
Safe, Secure, Minimal Entity Count
Level 18 is one of the most personal and emotionally unsettling places in the Backrooms. Unlike most levels, it does not have a fixed appearance. Instead, the environment changes depending on the wanderer entering it, usually taking the form of forgotten childhood memories from between the ages of two and five.
For some people, the level resembles an old preschool, daycare, playground, classroom, or childhood bedroom. Others encounter places they had not thought about in decades — old family homes, abandoned parks, birthday parties, or quiet rooms tied to memories they barely remembered still existed.
In rare cases where a wanderer possesses little or no childhood memory at all, Level 18 may appear as an endless empty void.
Soft whispering voices constantly echo throughout the level. The voices often bring up forgotten fears, painful memories, embarrassing moments, or emotions buried deep in the mind. Many survivors describe the experience as overwhelming, especially when the level resurfaces memories they did not realize still affected them.
Despite this, the environment itself feels strangely peaceful.
Food, water, warmth, and shelter always seem available, and many wanderers eventually become emotionally attached to the level’s comforting familiarity. Some willingly remain there for years, unable to bring themselves to leave behind the memories surrounding them.
The level almost feels lonely.
What Makes It Dangerous?
Level 18 contains very little physical danger, but its emotional and psychological effects can become overwhelming over time.
The constant whispers and resurfaced memories often leave wanderers emotionally vulnerable, nostalgic, or trapped in the past. Some people become so attached to the comfort of the level that they gradually lose all interest in escaping the Backrooms entirely.
A rare entity known as “The Plush Dino” also inhabits the level. The creature appears as a living dinosaur plush toy that peacefully guides wanderers through the environment and occasionally brings food or supplies.
Although most survivors describe it as harmless or even comforting, not everyone fully trusts it.
How You Can Get There
There is no completely consistent entrance to Level 18. Most wanderers arrive after experiencing powerful nostalgia, emotional breakdowns, or resurfaced childhood memories. A rare entrance from Level 17 has also been documented.
How To Escape
The simplest known way to leave is to literally turn around and walk away, which usually leads to Level 19. Wanderers who follow The Plush Dino long enough may reportedly reach a different level of their choosing.
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#20 Level 19 — “Attic Floorboards”

Difficulty: Class 2
Unsafe, Secure, Low Entity Count
Unsafe, Secure, Low Entity Count
Level 19 takes the form of a gigantic endless attic overflowing with dusty boxes, broken furniture, forgotten antiques, and piles of abandoned belongings. Narrow pathways twist through mountains of clutter beneath rotting wooden beams while damp air and the smell of mildew fill the entire level.
The attic feels old in a way that is difficult to explain.
Despite the filthy condition of the environment itself, many sealed boxes and containers remain strangely untouched by time. Wanderers frequently discover preserved food, useful supplies, old photographs, and rare anomalous objects hidden throughout the clutter.
However, removing items from certain containers can trigger sudden decay, causing objects to rapidly rot, crumble, or fall apart within seconds of being disturbed.
The most unsettling aspect of Level 19 is a phenomenon known as “The Orange Glow.”
Warm orange light occasionally shines through cracks in the floorboards beneath the attic, casting parts of the level in a strangely comforting atmosphere. Many wanderers report feeling calm, nostalgic, or emotionally safe while standing near the glow, often recalling childhood memories or forgotten moments from their past.
Some describe the sensation as “feeling at home.”
What Makes It Dangerous?
The Orange Glow appears to slowly affect memory, perception, and emotional stability over time.
Wanderers exposed to it for too long may begin experiencing paranoia, hallucinations, dizziness, blackouts, or distorted memories. Some become emotionally obsessed with the glow itself, while others develop an uncontrollable urge to convince more people to come experience it.
Researchers believe the phenomenon may somehow be connected to the level’s unnatural decay.
The attic environment itself is also dangerous. Certain objects — and possibly even living organisms — appear capable of deteriorating unpredictably after prolonged exposure to the level.
Some explorers claim they watched entire rooms decay around them in minutes.
How You Can Get There
Level 19 can reportedly be reached by climbing through random holes found in Level 1. It may also be entered by immediately leaving Level 18 after arrival or through old manholes hidden within Level 183.
How To Escape
Falling through weakened floorboards or large cracks may lead to Level 38, Level 202, Level 654, and several other locations. Broken doors scattered throughout the attic can also connect to Level 5, Level 12, Level 20, and other nearby levels.
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