Catalog of Backrooms Levels

These Backrooms dot Net levels are drawn from the Backrooms community and random night terrors. For a list of entities found in the Backrooms dot Net universe, see the Catalog of Backrooms Entities.

Level 0: The Lobby

The entry level of the Backrooms, appearing as an endless maze of deserted office-like rooms with the iconic yellowed, peeling wallpaper, damp carpeting, and buzzing fluorescent lights​. This abandoned office space is extremely disorienting and resource-scarce, often causing wanderers to suffer from thirst and confusion before they find an exit​ or fall prey to entities.

Level 0.1: The Manila Room

A small, isolated beige room that can rarely appear within Level 0​. This room acts as a safe meeting point for wanderers. It’s quiet, consistently lit, and completely free of entities – often containing a table with helpful documents explaining the Backrooms, which has saved many newcomers trapped in Level 0​.

Level 0.2: Red Rooms

An ominous series of Level 0 offshoots suffused with a deep red light​. These rooms share Level 0’s layout but have sticky, mildewed carpets and induce intense dread and paranoia in anyone inside. Radio contact and exit pathways deteriorate the longer one stays. No one who fully ventured into the Red Rooms has ever escaped, so they’re believed to be a dead-end trap level​.

Level 1: Habitable Warehouse

A sprawling concrete warehouse full of humming machinery, scattered corridors, and
frequent puddles of Almond Water forming fog​. While brighter and with more supplies than Level 0, the Warehouse introduces new dangers like periodic blackouts that plunge areas into darkness and attract lurking entities in the shadows​.

Level 1.5: Inverted Nightmare

A sub-level accessible via the “fake windows” found in the Backrooms. It’s consistently depicted as an “in-between” realm that is difficult to escape. Level 1.5 is a distorted, “malformed” space where normal physics break down​. Wanderers who accidentally crawl through a blacked-out window in a wall may find themselves in this bizarre limbo, an upside-down, near-silent world lit by odd, inverted lighting.

Level 2: Pipe Dreams

A seemingly infinite network of claustrophobic maintenance tunnels and utility halls filled with endless rusted pipes​. The air is hot and dense with the noise of machinery; lighting is scarce, and hostile creatures lurk in the darkness, making this level far more dangerous as one navigates the tight, steamy corridors​.

Level 3: Electrical Station

An expansive labyrinth of brick-walled service tunnels packed with electrical panels, thick cables, and industrial machinery humming at high temperatures​. The air is sweltering and metallic. Though entity sightings are relatively few, the level’s shifting layout and boiling pipes make it hazardous. The Electrical Station is believed to be the power source for many other Backrooms levels​.

Level 4: Abandoned Office

An infinite complex of empty office rooms and halls, eerily clean but utterly devoid of life or furniture​. Fluorescent lights keep it well-lit and safer than darker areas of the Backrooms. Fountains and coolers here even provide abundant Almond Water for wanderers – making Level 4 one of the safest and most restful areas in the Backrooms​.

Level 5: Terror Hotel

An endless 1930s-style hotel with ornate yet decaying décor: complete with dim lounges, long carpeted corridors, and a grand ballroom​. The Terror Hotel maintains a veneer of luxury, but faint jazz music and unseen whispers echo through the halls, and an unseen hostile presence (nicknamed “The Beast of Level 5”) is rumored to stalk this Backrooms level’s depths, making it an unnervingly dangerous level despite its elegant appearance​.

Level 6: Lights Out

A lightless, silent maze of concrete tunnels where visibility is practically zero​. In this pitch-black environment, wanderers often report heightened paranoia and sensory hallucinations. Any entities here remain mostly unconfirmed because one can’t see them (and high mortality rates.) However, the oppressive darkness itself is the primary threat. Becoming disoriented on this level leads to bad outcomes for wanderers.

Level 7: Thalassophobia

An almost entirely flooded level consisting of a single dilapidated house leading into a boundless deep ocean​. Outside the initial flooded rooms, one must swim through dark, cold waters where an immense unseen sea creature (dubbed “The Thing on Level 7”) lurks, making this level extremely deadly and fear-inducing for even the most experienced wanderers​.

Level 8: Cave Systems

A sprawling network of dark, winding limestone caverns and tight crawlspaces stretching endlessly underground​. The caves are crawling with danger – colonies of hostile entities such as giant spiders, lurking humanoid “Hounds,” and other nocturnal creatures thrive in the dark places of the Cave Systems. This Backrooms level’s reputation is that of one of the most perilous in the initial Backrooms​ levels.

Level 9: The Suburbs

An infinite suburban neighborhood perpetually stuck at midnight​. Rows of silent houses with dark windows line the streets and austere street lamps cast weak light. The area gives an acute feeling of being watched, and common night monsters (like Smilers or prowlers) tend to roam here, making the quiet streets dangerous despite the homey appearance​.

Level 10: Field of Wheat

A vast, windswept wheat field under an open sky that extends forever​. A dirt road runs through the golden crops, passing occasional barns, fences, and windmills; Level 10 is relatively benign and provides food sources (the wheat and occasional livestock), but its expanse can be disorienting and it conceals steep drop-offs and roaming farm-animal entities that can catch wanderers off guard​.

Level 11: The Endless City

An unending modern cityscape with empty streets, countless skyscrapers, and neon-lit buildings that mirror a typical metropolis​. This level is unusually safe and habitable – it even has electricity – and aside from the eerie absence of people, it feels like a normal city; it’s one of the few places one can settle relatively securely, as hostile entities rarely appear in the endless urban sprawl​.

Level 12: Matrix

A brightly lit, completely white room (and series of rooms) that at first seems featureless like a blank canvas​. Level 12 famously “censors” itself. Photographs or video turn up pure white​ – and wanderers report reality-bending traits such as objects spontaneously materializing or vanishing. It’s safe from entities, but its surreal properties can toy with one’s perception and make navigation perplexing.

Level 13: Infinite Apartments

A never-ending high-rise apartment building with dim 1980s-style hallways and countless numbered doors on every floor​. Most rooms are modest and safe to occupy (even containing useful supplies and working Wi-Fi). But, opening the wrong door can be fatal. The windows in certain rooms reveal a void outside and those who peek or step into these abnormal “outside” views simply disappear without a trace​.

Level 15: Futuristic Halls

An endless labyrinth of sleek, white futuristic corridors and occasional unlit sections. The halls emit distant engine noises from mysterious machinery behind reinforced glass panels, yet the level is generally safe with no wandering hostile entities​.

Level 17: Abandoned Carrier

A gigantic, seemingly infinite aircraft carrier’s interior adrift on an ocean. It consists of metal stairwells, narrow corridors, and occasional flooded sections. It is largely safe and eerily still, with only minimal entity presence​.

Level 18: Nostalgic Memories

A uniquely personal level that manifests as lifeless recreations of each wanderer’s own childhood or adolescent memories (e.g. empty homes, schools, parks). The environments are safe but can be psychologically unsettling. The memories are devoid of life and subtly “tampered” in ways that induce nostalgia and isolation​.

Level 20: The Warehouse

An immense modern warehouse or depot that stretches endlessly in all directions. It’s filled with crates of supplies, forklifts, and other warehouse equipment under a high ceiling with skylights. The area is well-lit and ventilated, generally safe/stable, and believed to connect to many other levels (like a central storage hub)​.

Level 21: Numbered Doors

A vast, brightly-lit maze of uniform halls and rooms lined with identical metal doors, each numbered in sequence. The complex is safe (no entities) and appears infinite, with doors evenly spaced along plaster-and-concrete corridors and a comfortable, climate-controlled atmosphere. It’s essentially an endless office-like labyrinth of numbered doorways​.

Level 22: Polluted Ruins

Commonly described as an abandoned modern structure – often depicted as a multi-story parking garage or similar facility – filled with debris, potholes, dust and environmental hazards. The air is polluted and visibility may be low, making it unsafe for wanderers. Rusting wires and broken lights hang from ceilings, and the level grows darker and more dilapidated in farther areas​. Toxic ash and smog, and crumbling concrete make this level a hazardous ruined environment.

Level 26.1: Vintage Insanity

A sub-level of 26 taking the form of an old, decaying vintage mansion. The mansion’s halls and rooms are dusty and labyrinthine, with 1900s-style wallpaper and furnishings. This Backrooms level is devoid of entities but poses a mental hazard. Prolonged stays induce paranoia or hallucinations. Chandeliers and lamps dimly light the antique, neglected interior. The entire mansion feels unsafe and “wrong,” as if teetering on the edge of sanity​.

Level 31: Roller Rink

An endless 1990s-style roller skating rink complex. Bright neon lights and smooth polished floors span hundreds of miles of interconnected rink rooms and lounges, often looping non-euclidically. This level is safe with few entities. Though, the slick floors and dazzling lights can disorient travelers. This is notably quiet compared to real skating rinks​.

Level 33: Dead Infinite Mall

A vast, empty shopping mall that appears frozen in time. Most storefronts bear familiar real-world brand names but are unstocked or gated shut. Deeper into the mall, sparse hostile entities like Hounds and Smilers start appearing. The mall shows signs of decay – standing water, flickering lights, mold and plant overgrowth. Early sections are brightly lit and clean. Far regions feel abandoned and eerie. The Dead Infinite Mall is an infinite deserted mall slowly succumbing to “urban rot”​.

Level 34: Sewer System

A claustrophobic network of dank sewer tunnels with brick upper walls and wet stone lower walls. The passages are narrow (only ~4 feet high) and pitch-dark, forcing most to crouch and use flashlights​. The water underfoot is dirty and deep in places, posing a drowning hazard due to slippery surfaces. This level teems with sewer-dwelling entities like Smilers and swarming Death Rats. The Sewer System is an endless, foul-smelling, underground sewer maze – extremely dangerous to wanderers.

Level 36: Desolate Terminal

An infinite empty airport terminal complex. It has gates with grounded planes visible and various storefronts/food courts appearing stocked with food (though consuming it is ill-advised)​. The terminal is unnervingly devoid of people; only the wanderer and possibly a rare fellow traveler are present. Fluorescent lights illuminate the halls, and ambient announcements or conveyor sounds might play on loop. The level cycles through day and night with extreme temperatures (scorching day, freezing night), and exiting through the exterior doors is dangerous as they don’t lead back to reality​. The Desolate Terminal is mostly safe if one avoids “boarding” planes. Exits often lead to other levels, but may lead to The Void.

Level 37: The Poolrooms

A serene maze of flooded rooms and halls filled with knee-deep, lukewarm water, illuminated by a soft blue glow​. The entire environment is made of clean white ceramic tiles and has a spa-like calmness: No hostile entities roam here, making it a rare safe zone, though its endless, echoing pool chambers can disorient those who venture too far​.

Level 43: Water World

An aquatic theme park/aquarium hybrid that stretches infinitely. Water World features water-filled tunnels and tanks like an aquarium, combined with waterpark attractions. Water World is all long-abandoned. Wanderers report huge empty aquarium viewing areas, dry artificial rivers and slides, and occasional patches of fog or the sound of unseen boats. The entire park is dim and flooded in parts, with marine-themed props. Despite the whimsical concept, it’s moderately dangerous due to potential drowning hazards and unknown entities in the water.

Level 46: Arabian Desert

A vast, sun-scorched desert landscape identical to the Empty Quarter of the Arabian Peninsula​. It appears boundless, with towering golden sand dunes under an inconsistent day-night cycle. Daytime brings lethal heat exceeding 49°C (120°F), while nights are frigid and below freezing​. Scattered across the dunes are ancient ruins and structures (e.g. stone foundations, dilapidated outposts) long since abandoned​. Desert entities pose threats amid sandstorms and mirages. Survival is difficult without ample water and shelter. Mysterious sand-stalker entities lay in wait for wanderers.

Level 50: The Moribund Highway

An endless two-lane highway cutting through a barren desert. The road is littered with countless vehicles seemingly frozen in time (some mid-turn or lane-change)​. It’s silent and oppressively hot. Roaming bandits with hostile intentions make this level dangerous. Wanderers may scavenge supplies from unlocked cars (all oddly bearing Nevada license plates), but staying too long is perilous. The highway’s extreme temperatures and the mental strain of the never-ending, empty road can drive wanderers mad.

Level 53: Alone

An anomalous level taking the form of a compact modern house in a quiet suburban neighborhood. The interior is eerily empty – rooms are largely unfurnished or sparsely furnished, and no other people are present​. Personal belongings like family photos, clothing, and documents are found strewn about, as if the occupants vanished suddenly​. All doors and windows are impenetrable or lead back inside, trapping the wanderer in the house. The outside view through windows (probably an illusion) shows a perpetual dawn in a still, silent suburb. Though safe from entities, the complete isolation and impossibility of escape create a profound psychological unease.

Level 54: Stairwell of Spirals

An infinite spiral staircase descending endlessly. It appears as an old wooden or concrete stairwell with peeling blue paint on the walls and growing patches of mold​. Water drips constantly, making steps slick, and a rotten wood odor permeates the air. There are occasional landings, but the stairs just keep winding down with no bottom in sight. It’s dimly lit or dark; carrying a light source is essential. Few entities reside here, but the true hazard is exhaustion, disorientation, or slipping in the damp darkness.

Level 94: Motion

A surreal landscape comprising a sunny vintage town, rolling grassy hills, and a floating castle, all with a grainy, old cartoon aesthetic​. By day, Level 94 is peaceful (even playful, with 1930s-style music and Almond Water fountains). At night it becomes deadly as living cartoon-like entities (“Animations”) and other monsters emerge in the dark, attacking anything non-animated​.

Level 188: The Courtyard of Windows

An enclosed, hotel-like square building centered around an open courtyard and covered wall-to-wall in windows​. Most windows stay mysteriously covered by curtains, but some uncovered (AKA “open”) windows periodically show scenes of other levels. Stay away from uncovered windows. They are dangerous. Luckily, doors to rooms with open windows often are locked. Uncovering window causes a wanderer to vanish instantly. On Level 188 curiosity kills, but other than that, this Backrooms level is mostly peaceful.

Level 404: Not Found

A highly unstable level that manifests as a boundless neon-tinted void, often visualized as a gigantic glowing wormhole in space​. Gravity does not affect Wanderers on this level. There is no up or down. This weightlessness seems to cause hallucinations known as the “Error” effect. False visions of bizarre creatures and environments can entrap one in endless loops of fear. There are no reliable exits once inside this glitched realm, making it a literal dead-end (as the name suggests.)

Level 666: Hell

An infamous level said to tailor itself to each individual’s worst fears​. Upon entry, a “Welcome to Hell” sign greets you, and you are thrust into a personal nightmare. Any form from endless torture chambers to horrifying landscapes can occur. No two people share the same experience here. The level relentlessly exploits wanderers’ vulnerabilities. Which is why very few ever escape this hellish level alive​.

Level 974: Kitty’s House

A cozy, pastel-pink suburban home that feels lovingly decorated for a child, complete with Hello Kitty memorabilia, plush toys, and sugary treats​. This level is surprisingly benign – it’s classified as safe (no dangerous entities inside) and often provides a warm bed and food, functioning as a wholesome sanctuary in the Backrooms. Noclipping to this level is impossible unless a wanderer is carrying a “cute” item​. The cute item acts as a key to allow for noclipping to Kitty’s House.

Level 3999: The True Ending

A final secret level taking the form of an abandoned arcade parlor bathed in neon lights and 1980s nostalgia​. Dozens of inactive arcade machines line the walls in silence – the lore holds that completing a particular sequence of tasks or games here will finally release a wanderer back to the real world, making Level 3999 the most widely accepted exit point of the Backrooms (essentially the “end of the line” for those who reach it)​.

Level -1: The Basement

A claustrophobic maintenance basement directly beneath Level 0, reached by breaking through the floor​. It’s a dark, musty maze of concrete corridors partially flooded with foul water; lights flicker erratically, and the oppressive atmosphere (along with hazards like mold and exposed wiring) makes it significantly more dangerous than the Level 0 above it​.

Level !: Run For Your Life!

A special event-level that dumps you into a brightly lit, alarm-sirened hallway (resembling a hospital emergency corridor) where you must immediately sprint for survival​. Alarms blare and hostile entities give chase en masse from behind. The hallway stretches on for several kilometers, and only by running nonstop and dodging obstacles can a wanderer hope to reach an exit door at the end and escape this level​.

Level Fun =)

A deceptive, party-themed level decorated with colorful balloons, birthday banners, and children’s party furniture. It appears cheerful, but it’s extremely dangerous. Level Fun is inhabited by the “Partygoers,” smiling humanoid entities that lure victims with sweets and games before violently converting or devouring them​. No wanderer should ever trust the cake and festivities in Level Fun.

The Hub

A hidden nexus level consisting of endless concrete tunnels and corridors that interconnect to every known level​. Each tunnel in the Hub is lined with sturdy doors marked by strange symbols (often requiring special keys to open); because it is secure, silent, and devoid of entities, many use the Hub as a transit system or even a place to camp safely between level excursions​.

The End

An enigmatic trap level that resembles an infinite modern library with rows of bookshelves and occasionally computer terminals that display the words “THE END”. It tricks wanderers into thinking they’ve escaped (even the ambiance is calm and exit-like), but in truth there is no escape here. The End is a false ending where one can linger among empty books until finding a secret route onward (commonly through a hidden passage leading to Level 9223372036854775807)​.

The Void

A null-space outside the normal level system, encountered when a wanderer noclips incorrectly and falls out of a Backrooms level’s boundaries​. The Void is an endless, pitch-black expanse with no light, sound, or matter – essentially an infinite chasm of nothingness where one floats in isolation. Those who slip into The Void rarely return. The Void offers no obvious exits and is theorized to be the space between all levels​.

The Crimson Forest

A surprisingly tranquil wilderness deep within the Backrooms. In this vast forest all the foliage – leaves, grass, even moss – displays shades of crimson red​. The Crimson Forest has a temperate, autumn-like climate that is perpetually stuck in a cool, late-fall afternoon. The Crimson Forest is devoid of hostile entities, making it habitable and safe for settlement. Wanderers have reported small communities or outposts here, thanks to the abundance of food and the lack of threats. The forest’s beauty and relative safety have led some to call it an “enthralling paradise” or “mythical wonderland,” though exploration is still sparse beyond its edge​.

The Metro

This unique transit network level manifests as an underground subway system that interlinks numerous levels. It is a modern, extensive subway and train station complex that can be entered from various levels with city or building environments. The Metro is used by wanderers to travel to other levels via its trains​. The Metro is safe and devoid of hostile entities. Wanderers entering the Metro often find a long staircase or escalator leading down to a dimly lit station platform, complete with benches, vending machines, and electronic schedule boards – much like a normal subway station, except deserted​. Trains periodically arrive on the various tracks, and each train’s line corresponds to a route through specific levels. By boarding the correct train, wanderers can reach otherwise distant levels quickly. However, the trains are unmarked, so determining their destination is challenging. Groups like the M.E.G. have established a presence in the Metro to guide wanderers and study its connections, reinforcing its role as a major transit nexus in the Backrooms​.

Level 9223372036854775807: The True Final Level

Colloquially known as “Level 922337”, this enigmatic level is theorized to be the very end of the Backrooms. It exists at the 64-bit signed integer limit, meaning no further numeric levels can exist beyond it. Descriptions paint it as an almost abstract, liminal space – often an endless staircase ascending into a colorless void​. The surroundings are overwhelmingly empty, cold, and silent to the point of sensory deprivation. Those few entities or beings capable of reaching this level are said to wander hopelessly, unable to progress further​. The void here is described as so absolute that the human eye struggles to comprehend it (some call it an “indescribable color” or an absence of color)​.