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Level 5

From The Backrooms Wiki
Survival Difficulty:            Class 2
》Unsafe
》Secure
》Low Entity Count

A photo of the Main Hall.

Level 5 is the 6th level of The Backrooms. It consists of a hotel that has some rooms and so on.

Description

Level 5 consists of an infinity hotel dating back to the 1930s. The entire Level is decorated with 20th century furniture, most notably the central area which is known as the Great Hall, also known as the area with the most objects. The level has a phenomenon consisting of the following, the level has a little dirt, but after a while it seems to clean itself little by little. This effect makes wanderers feel that Level 5 has changed. As wanderers explore Level 5, they begin to notice a gradual difference in their environment. The dirt and clutter that used to cover the walls and floor seems to slowly dissipate, revealing a cleaner, brighter surface. Tiny specks of dust float in the air before disappearing altogether, creating an almost magical feeling of renewal.

Also, on Level 5 noises can be heard throughout. These children echo around the energy room, regardless of how far away the walker is. Even in more distant areas, the noises can be more serious, while in areas close to the machine room, the sound is of moderate intensity. In the machine room, however, the noise can be a little louder.

The Main Hall

Level 5 itself has its main and central area which takes its name from: The Great Hall. The Great Hall is also known as a Level 5 entrance, inside this room, as stated above, has a greater amount of objects. The Hall itself has several doors that can lead to your room, it also contains corridors that have these doors.

The lamps inside this level contain the hum of Level 0, if the wanderer looks at them for too long, his eyes can end up burning, however, much more severe than that of The Frontrooms.

This area of Level 5 also holds many elevator shafts, which can range from modern elevators to antique elevators with a copper cage. Inside the elevator, contraptions are many buttons that can lead to floors 1 to 382. Accessing floors 1-12 will lead to another part of Level 5 on the same floor, and not another floor. 13 or higher will either result in death or disappearance. It is unknown what is above floor 12.

The Boiler Room

A photo of The Boiler Room.
A photo of The Boiler Room.

The Boiler Room is also known for having the energy of the entire hotel and also for having its noises, but mysteriously, it is not possible to know where in the room the noises come from. It is impossible to know how to move it due to unknown buttons, and to avoid some nonsense in the energy of someone who does not understand technology, only The M.E.G. can enter, the group also has the key to this room.

The Rooms

The Rooms are the most secure rooms on Level 5. Room doors are usually labelled from 0 to an unknown high number, but theories suggest that the rooms are endless. Rooms are rooms that can be accessed by entering through the hotel's corridors. The rooms typically have a bed, curtain, closet, drawers, lamp, lamps and other objects. The lamp and lamps can also produce a hum similar to that of Level 0. However, the only difference between the hum in the bedrooms and the main hall is that in the bedrooms the hum is less.

In addition, the rooms are hot, but they have a fan on the ceiling of the rooms that is always on, there is no source that turns the fan on or off, so it is impossible to turn it off.

Colonies and Outposts

M.E.G. Outpost “Housekeeping”

  • This Outpost is made to protect other Groups from Entities and to study Level 5.
  • Protects The Boiler Room, preventing anyone from entering there, and that only The M.E.G. can enter.
  • It usually serves groups like the Homely Hotel with its services.

Homely Hotel

  • This Group has a running hotel service in Level 5.
  • This Group is set in The Main Hall, with custom signs leading to their area.
  • This Group is open to new Wanderers to fill in their applications to stay.
  • They have an active food and room service to keep the Wanderers safe.
  • This is their first base, with their second being in Level 11.

The Originals

  • The Originals are located in a part of the Great Hall.
  • The Group is composed of people that had entered The Backrooms from the span of 1300 and 1940.
  • They will only accept new members if they are from the previously mentioned time period.
  • Mostly keep to themselves, but will trade on occasion. Although they tend to stay away from large Factions.
  • There are around 31 members, and some noteworthy members are fairly historical, such as the likes of: Amelia Earhart, Dorothy Arnold, John Jacob Astor IV, Capt. Edward Smith and many more.

Entities

At the level, it was discovered that it has Hounds, Skin-stealers, Insanities, and Deathmoths. They don't appear much in the level, but it is possible to find some hidden inside a room, such as being hidden under the bed, behind a closet and other objects.

Entrances

  • Access an elevator in Level 3.
  • To enter, find an old Stairway in Level 4.
  • Houses in Level 10 may lead to Level 5.

Exits

  • Get back on the elevator to re-enter Level 3.
  • To exit, turn around and go back up the stairs, to re-enter Level 4.
  • Travel deep into The Boiler Room to get to Level 6. Although this is not advised due to the extreme heat.
  • Entering an unlabelled wooden door will lead to the Level 27.
  • Rarely, entering certain rooms that have the number “666” on their label can transfer one to Level 666.