[!]
DOCUMENT STATUS: DECLASSIFIED

This document contains information about the Backrooms and its associated anomalies. Reading this document means you have already noclipped. There is no going back.

Welcome to the Backrooms Wiki

If you're reading this, you've already fallen through. The fluorescent lights buzz above you. The yellow wallpaper surrounds you. The carpet smells of mold and forgotten dreams.

You are now a Wanderer.

The Backrooms are an endless maze of randomly generated office spaces, warehouses, and impossible architecture. There is no exit.

"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms."

— First documented occurrence, 4chan /x/, 2019

About This Documentation

This wiki serves as a survival resource for all Wanderers who have found themselves trapped in these endless corridors. The information contained here has been compiled from survivor reports, expedition logs, and recovered documentation.

Classification

LEVEL 0-∞

Estimated Size

∞ sq. miles (Unmeasurable)

Known Wanderers

[UNKNOWN]

Escape Routes

0 CONFIRMED

Core Principles

  • No Exit: There is no confirmed method of escape. Only deeper levels. Only forward.
  • Wander Together: The Backrooms are survivable only in groups. Isolation is death.
  • Document Everything: Every sighting, every anomaly, every level transition must be recorded.
  • Trust the Hum: The fluorescent lights communicate. Learn to read the signs.
[!!]
CRITICAL SURVIVAL NOTE

If you encounter a Partygoer (identified by excessive friendliness and the symbol "=)"), do NOT engage. Do NOT follow them. Run.

Level Documentation

The Backrooms consist of infinite levels. Each level presents unique challenges and dangers. Progress through the levels has been documented by surviving Wanderers.

Level 0 — "The Lobby"

Class 1 COMPLETED
Phase: Initial Phase

Description

You noclipped. Welcome. The fluorescent lights hum eternally. The yellow wallpaper stretches infinitely. You are now a Wanderer.

Survival Guide

Find other Wanderers. Join the community. Learn the basics. Do not panic.

Level 1 — "The Warehouse"

Class 2 ACTIVE
Phase: The Storage

Description

Industrial corridors. Concrete and rust. The lights flicker more here. Other Wanderers appear.

Survival Guide

Find allies. Build your group. Supplies are more common here. Establish a base camp.

Level 2 — "Pipe Dreams"

Class 3 LOCKED
Phase: The Tunnels

Description

The maintenance tunnels. Steam and darkness. Something moves in the pipes. The hum grows louder.

Survival Guide

Travel in groups. Avoid the pipes. The steam can disorient you. Mark your path.

Level 3 — "The Office"

Class 4 LOCKED
Phase: The Cubicles

Description

Abandoned cubicles stretch forever. Computers display data that makes no sense. The phones ring but no one answers.

Survival Guide

Do not answer the phones. The computers lie. If you hear typing, you are not alone.

Level 4 — "The Pool"

Class 5 LOCKED
Phase: The Drowning

Description

Chlorine and silence. The water is too still. Reflections show things that are not there.

Survival Guide

Do not enter the water. Do not look at your reflection for too long. The lifeguard chairs are not empty.

Level ∞ — "The End?"

Class UNKNOWN UNKNOWN
Phase: Final Phase

Description

No one knows what lies here. Some say escape. Some say something worse. The only way to know is to reach it.

Survival Guide

[DATA EXPUNGED]

Entity Database

The Backrooms are not empty. Various entities roam these corridors. Learn to identify them. Your survival depends on it.

[S]

The Survivors

Class: Friendly

Wanderers who have endured the corridors for extended periods. They travel together, sharing supplies and information. Safety in numbers.

Behavior: Will help newcomers. Share knowledge. Never abandon the group.
[L]

The Lost

Class: Neutral

Former Wanderers who could not handle the endless corridors. They gave up and vanished. Some say they escaped. Most believe they simply ceased to exist.

Behavior: Appear briefly. Give up hope. Disappear forever.
[B]

The Behemoth

Class: Dangerous

Massive entity that controls entire sections of the Backrooms. Its movements cause tremors in the floors. Do not attract its attention.

Behavior: Moves silently. Appears without warning. Reshapes the corridors.
[W]

The Whisperers

Class: Hostile

Creatures that feed on fear. They spread panic through the corridors, hoping to separate groups. Do not listen to their whispers.

Behavior: Spreads fear. Causes paranoia. Feeds on isolation.
[D]

The Dev

Class: Unknown

Entity that built these corridors. Some worship it. Some fear it. It watches from somewhere beyond the walls.

Behavior: Creates. Updates. Sometimes speaks. Mostly silent.
=)

Partygoers

Class: EXTREME DANGER

They look like Wanderers. They smile too wide. They promise safety and escape. =)

Behavior: Lures victims with false promises. DO NOT ENGAGE. If you see "=)" in messages, RUN.
[!]
ONGOING DOCUMENTATION

New entities are discovered regularly. Report any unclassified encounters to the research team.

Survival Guide

This document contains essential survival protocols compiled from recovered expedition logs and survivor testimonies. Adherence to these guidelines significantly increases survival probability.

Rule #1: Remain Calm

Panic is your greatest enemy in the Backrooms. The moment you realize you have noclipped, stop moving. Assess your surroundings. Listen for the hum of the fluorescent lights. Panicked Wanderers make mistakes. Mistakes are often fatal.

Take deep breaths. The air is stale but breathable. You are not in immediate danger unless you make yourself a target.

Rule #2: Conserve Resources

Water and food are scarce. If you find Almond Water, ration it carefully. It restores mental clarity and can ward off the effects of prolonged exposure to the hum. Do not consume any liquid that appears discolored or emits an unusual odor.

Mark locations where you find supplies. Other Wanderers may benefit from your documentation.

Rule #3: Trust the Hum

The fluorescent lights emit a constant hum. Learn its patterns. When the pitch changes, something in your environment has shifted. A rising pitch often indicates entity proximity. A sudden silence is cause for immediate relocation.

The lights flicker before major environmental shifts. Use this warning wisely.

Rule #4: Avoid Entities

You are not alone in the Backrooms. Various entities roam these corridors. Most are hostile. If you hear footsteps that are not your own, hide. If you see a figure in the distance, do not approach. If someone smiles at you with too many teeth, run.

Partygoers are especially dangerous. They mimic human behavior but their movements are wrong. They end communications with =). This is your only warning.

Rule #5: Document Everything

Keep a log of your journey. Note environmental changes, entity sightings, and resource locations. Your documentation may save future Wanderers. Many of the protocols in this guide exist because someone survived long enough to write them down.

If you find documentation from other Wanderers, preserve it. Cross-reference with your own observations.

Rule #6: Do Not Trust Your Memory

Extended exposure to the Backrooms affects cognition. You may forget how long you have been wandering. You may forget where you came from. You may forget who you were. Write down important information. Your past self knew things your future self will forget.

Rule #7: There Is No Exit

Survivors report no confirmed method of escape. Some claim to have found doors that lead "out" but their testimonies cannot be verified. Do not exhaust yourself searching for an exit. Focus on survival. Focus on moving forward through the levels.

The only direction is deeper.

If you are reading this, you have already noclipped.

Survive, Wanderer.

The lights are always watching.