Video summary
The video explores five of the most lethal Backrooms levels, each presenting unique horrors ranging from psychological breakdowns to physical suffocation. Level 71, known as The Void Basement, traps wanderers in a pitch-black concrete maze where low ceilings force them to bend over while facing skin-wearing werewolf-like creatures and death moths; survival here is nearly impossible without lucid dreaming to escape. Similarly, Level 128 mimics a nostalgic indoor playground filled with ball pits and Lego rooms but is inhabited by plush toys with hyper-realistic eyes that stalk victims in a sticky, humid environment with no known exits. These levels exemplify the series' theme of environments that twist familiar concepts into deadly traps, often requiring specific accidental actions like bringing childhood items or taking wrong doors to enter.
Beyond these confined spaces, other levels present existential threats through shifting geometries and hostile entities. Level 240 features a midnight-dark alleyway where "The Substance," a vantablack humanoid mannequin, drags victims into abandoned cars, while Level 321, or Amaranthan, induces insanity within a purple-lit hotel complex with Rubik's cube-like hallways and hallucinogenic paintings. Level 644 takes the hostility outdoors with an area overrun by fast-growing fungi that make breathing impossible for humans, containing eerie structures like a church with a screaming skeleton and a house filled with skeletons at untouched meals. Finally, Level 403 acts as a forbidden dead end with infinite warping hallways and incomprehensible architecture, inducing deep sorrow and dread in anyone who accidentally no-clips into its dense, cold air.
A particularly sinister level described in the conclusion resembles nature yet functions as an endless trap, featuring corridors that twist like street lamps on a deserted highway before fading into complete darkness. This environment deteriorates over time as ambient light vanishes, leaving travelers stuck in a sinister vortex with no visibility and no confirmed way out, effectively extending indefinitely as new passages reemerge deeper into the void. Official warnings for this specific level advise wanderers to keep moving forward without stopping, as remaining stationary guarantees they will wander forever into the abyss. The video concludes by emphasizing that while an exit might theoretically exist in the far distance, there is no evidence of it, serving as a final warning against entering doors leading to unknown destinations where survival is virtually impossible.
Read the full video transcript
Today I want to show you all five of the
deadliest backrooms levels that I've
ever seen. These five levels are home to
horrific environments, designs, uniquely
torturous effects that actively go
against human life. And of course, they
also have entities that no one's ever
seen or heard of that definitely want to
[music] eat you. Essentially, these
levels are dead zones and have almost a
0% rate of survival. If that sounds
cool, please leave a like and stick
around while I discuss them. If you want
more long- form videos like this here on
the Burgley channel, just let me know.
I'll do more. Lock in, grab a snack, and
get ready to be scared, maybe. Thank you
for watching, and let's get into this
video, shall we?
Level 71 of the back rooms, also known
as the void basement, is a stark
concrete expanse of basement corridors.
When you get sent to this level, you'll
begin at the very top of a very long and
dark staircase that only leads downwards
into the darkness below. At the top of
the staircase where you'll be, you'll
notice that behind you is a concrete
wall made of blocks that kind of seals
off the way up. Like it appears as if
the stairs will keep going up, but the
concrete blocks kind of get rid of any
way you could do that. It's unknown if
there are more parts to the level that
exist above this, but for now, all you
can do is journey downwards into the
basement. Once you descend the stairs
and enter the darkness below, you'll see
first that there's nothing to see. Huh?
The entirety of the level is coated in a
thick darkness and it's only viewable if
you brought a flashlight or something
like that with you. Now, if you do have
a flashlight and you go ahead and turn
it on and you start looking around,
you'll begin to take stock of what you
see. You'll see things like walls and
floors and ceilings that all have no
color. And if you look down at your
clothes or your skin or your hand,
you'll also notice that there's no color
there either. Even though you have a
light turned on, you can't see any of
the hues. And there's absolutely no
reason for this. But the level's only
black and white. Not that it matters cuz
it's pitch black in most places, but
that's something you need to know. The
level is black and white. But continuing
further into the basement below, you'll
see that it's laid out in an extremely
confusing way to say the least. You
know, there aren't any long hallways
that kind of go out in front of you.
Rather, instead, there's a maze that the
level is comprised of of these very
short hallways that curve into different
rooms on the left or the right or the
center. This creates a very confusing
journey for anyone that's dumb enough to
come here to be honest. The ceilings on
top of this are very low. They're just
like six feet off the ground. So, if
you're taller than 6 feet, you're going
have to bend over when you walk. And
every single thing is constructed from
that concrete blocking stuff that blocks
the staircase. It's barren. It's empty.
It's abrasive. And everything is so
cramped and so small and so confusing
that you're likely to start to lose your
sentience and your normaly after being
trapped here for a little bit. The smell
of this level can be described as mildwy
and irony. It smells horrible. It's very
sharp in your nose. And as you work your
way through the different kind of rooms
in this concrete maze, you'll likely
encounter evidence of one of the many
strange entities that stay here. Now,
these entities have never been exposed
[music] to light or anything that's
beyond this concrete of the basement.
So, it's going to be safe to say they're
strange. You know how in real life we
have caves and there's [music] kind of
creatures that live in the caves that
look really weird and alien. That's how
the creatures here in this basement
look. One reported creature resembles a
humanoid dog/
werewolf, but it looks all wrong and
bent. These werewolf things are fleshy
and slimy and kind of contorted in
awkward directions. They're hunched over
and they move very awkwardly because the
ceilings are so low. And it's known that
these creatures like to hunt humans and
wear their skins around their bodies to
protect [music] their exposed flesh.
There are other entities in this dusty
basement as well, like death moths and
smilers and other things of that nature.
But of course, you're probably not going
to encounter anything in here because
first of all, you can't see anything and
it might eat you before you see it or
you just might not see them at all. This
level is very massive. It's very
confusing. It's very winding. So, you
might not even see anything besides
these concrete rooms. To enter the
level, you have to go to level four and
find the basement area there. And that
could lead here. To exit, you somehow
have to manage to fall asleep while
you're here inside of this basement and
then lucid dream while you're sleeping.
I don't know how you're going to fall
asleep trapped in a little dark concrete
basement. But if you do this, you will
be sent out to a different level. As you
can see, that's uh that's pretty
terrifying. I would not want to be
trapped in here and and I don't want my
skin ripped off [music] by a werewolf.
So, on to the next.
Level 128 has been given a class one
difficulty and is unstable as a level
could possibly be, but it's pretty safe
for the most part. The level's
appearance is this large sequence of
rooms that appear to be indoor childhood
playground facilities. Now, it's not
just playgrounds. These [music] are just
kind of child entertainment facilities
in general like daycarees or malls or
ball pits or trampolines or anything
like that. But these rooms are all
connected by this nonlinear design.
Meaning that you can't just walk through
a door and go from a trampoline park to
a ball pit. Instead, they're connected
in weird ways. For example, you could be
inside of a ball pit or fall into one
and then go to the bottom of the ball
pit and enter through this hole in the
ground which can take you to a
trampoline park. Then you could bounce
around on a trampoline and then you
bounce too high and you touch the
ceiling and you realize that above you
is a hole that leads to a park or a mall
or something like that. It doesn't make
any sense why these entrances are like
this, but they are. The temperature
inside of these various rooms in level
128 stays at around 18 to 23° C, which
is pretty hot, and it also has an
extremely high humidity, giving the
entire place a sticky and unnerving
feeling. The level feels very sticky and
and glitchy and tacky for anybody that
comes here. And it makes the experience
very uncomfortable. It's also a very
glitchy place. You can just see
fragmented things warping right in front
of your eyeballs wherever you go. So,
it's just it's very unstable. But the
surfaces in the different rooms feel
pretty clean and undisturbed. And even
though it's kind of sticky and tacky and
humid, the air smells like old books.
Now, another weird thing about this
place is that random kind of playground
slides are known to be glitched into
various rooms. This is a very common way
the different rooms are connected. Like
I said, they're nonlinear, so it doesn't
make any sense, but you might be able to
crawl through these various slides to
get on to a different place. But pretty
much everything that you would encounter
while in this level is is what you would
love to do in your childhood. Everything
is vibrant and everything kind of seems
like you're supposed to have fun.
There's stuffed animals. There's RC
cars. There's giant Lego rooms, building
blocks, board games, playhouses,
whatever you can imagine. They're all
inside these different rooms. Some
entire rooms are lined with these
stuffed animals on the floor that are
laid out in kind of odd areas. Some
rooms are so filled with stuffed animals
you can't even walk inside of them. But
so far, kind of all this sounds like a
typical backrooms level, right? these
kind of these nostalgic feeling places
that are these empty echoes of what you
recall from childhood. That's not crazy
to talk about. I've talked about levels
before similar to this. But something
that separates level 128 apart comes
from the stuffed animals here. Claims
have been made by wanderers who have
ventured through level 128 that the
level stuffed animals, their eyes are a
little too real. Some people have
claimed that they've seen stuffed
animals use their eyes to follow where
that person's walking, like they're
being stalked by this animal creature.
The stuffed animals seem to have a life
to them that kind of exceeds what you
would imagine a stuffed animal should
have. And when you look at them, it just
seems too realistic, even though it's
trying to be fake. The entire place does
feel alive in general. Everything feels
tangible, like it's lived in, as if the
places themselves breathe and that the
walls themselves breathe in and out.
Whatever the case is, if these stuffed
animals are real flesh and blood
creatures, we don't know. They don't
really pose a threat, but they have been
seen looking and moving slightly,
glitching slightly, watching your
movements. At the same time, if you kind
of ignore all that weird stuff, the
level is pretty pretty nostalgic. It's
kind of ethereal, makes you kind of walk
back through your memories. But if you
don't want to deal with kind of sentient
stuffed animals, you probably shouldn't
come here. Now, the listed way of
getting to this level and entering is by
having a stuffed animal on your person
from childhood that you entered the back
rooms with. You have to enter the back
rooms with this thing accidentally on
purpose. And unless you have that, you
can't no clip here. Now, there are also
no listed exits, so I'm not really sure
how you exit. Not really sure what to
tell you there, but uh maybe you'll be
friends with the stuffed animals. I
don't know. Let me know in the comments
below, though. Would you come to this
level?
Finally for this video is level 240 on
the Japanese wiki. This level has no
name and is classified as a class 3
difficulty and is extremely hostile and
not safe for human life. From a physical
standpoint, the entirety of this level
takes place inside of this expansive
alleyway that's cast in a midnight
darkness. There are no consistent light
sources illuminating the alleyway as you
explore it. Just a few random segmented
street lights that give off this dim you
can kind of use as light. But beyond
that, everything you can access in this
level is from the alleyway. So, you'll
start at the very beginning of the
alleyway and you'll have to walk through
it and you can go left or right or
whatever, but the alleyway is the main
part. On either side of the alley, you
can kind of go to a few stores or houses
or apartments that are all extremely
empty and dusty and and abandoned. You
might be able to see a park in a certain
alleyway offshooting the main one and
you can go there as well, but everything
here seems empty in in a very unnatural
way. It feels like people have been
there, but it was abandoned for a
reason. It doesn't feel like you left on
purpose. It feels like you were forced
to leave. And all of that stuff is
pretty much because of one mysterious
thing that has only been described as a
thing on this level. And all of this
strangeness inside of this alleyway
comes from a mysterious thing that's
only been named the substance. Now, the
substance is an entity that resides in
this alleyway level and it kind of lives
in these other spaces that are adjacent
to it. So, the apartments, so the the
the shops, whatever it is, it resides
inside of there. Now, the substance
appears as a large vanta black humanoid
mannequin that likes to hide in these
rooms and behind light poles and in
other alleyways, behind garbage cans,
even inside of cars here as well, and
stalk prey. The way it hunts is pretty
simple. It kind of blends into this
darkness of the level. Like I said, the
entire place is cast in a midnight glow.
There's no light at all. It's dark
outside. And since this creature is van
to black, all it has to do is stand
right outside of the light. And maybe
that's behind a pole or in a car or
something, and it'll wait for a wanderer
that's lost to appear to walk through
the alleyway. When that wanderer gets
close enough, it will attempt to detain
the person, incapacitate them, and then
drag them off. Now, terrifyingly enough,
the substance seems to drag people into
the abandoned cars that are here in the
alley, throw them inside, and then drive
the car away, never to be seen again.
It's unknown what happens to the victims
of the mannequins, or what the thing is,
or if it's even a mannequin, but it
looks like some shadowy humanoid thing.
The mannequin itself makes very little
noise while it's moving. And in fact, it
has no defining features other than its
jerky, shadowy movement. It's big and it
moves unnaturally, almost like liquid is
trying to walk or something. But because
of whatever this thing is, you shouldn't
come to this level. You should avoid
this alleyway at all costs, unless you
have to be here for some reason. I don't
know. To enter the level, if you are on
level 11, you can get a taxi that's
empty and no clip through it, and you'll
be sent here. And to exit, if you can
survive the harshness of the mannequin
entity without any food or whatever, it
said that you can find a balcony of one
of the houses and jump off of it. And by
doing so, you will no clip through the
air and you'll be sent out of the level.
There's not many back rooms levels that
take place in confined alleyways like
this one. And I don't really know what
to think of the mannequin substance
thing.
Level 321 of the back rooms has been
given a class PSI difficulty rating for
being unsafe and unstable and an extreme
mental hazard for those people who find
themselves stuck inside of its
boundaries. Now, if you're new to the
channel, this little psi symbol that
you're seeing right now, it's pretty
common in the back rooms to describe
levels that are very dangerous, very
enigmatic, and have uh strange like
geometrical makeups and enigmatic
geometry, you could say. But what the
symbol actually is is it's the 23rd
letter in the Greek alphabet. It's used
in real life all the time in math and
science and psychology. And for the sake
of this video, it's really commonly used
in quantum mechanics and wave functions,
which kind of works perfectly for the
back rooms cuz that's all the weird
stuff that happens here is because of
that stuff. Anyways, the level has been
given the name Amaranthan in by those
who have discovered it. And I personally
think that it got the name Amaranthan in
from a kind of genus of plants known as
Amaranthus. According to Google, that
genus of plants makes this flowery
grained plant called amaranth. Not the
streamer, the the plant. But this plant
is really rich in a purple color. It
grows purple naturally, and that just so
happens to be the color that everything
in this level is constantly. It's all
purple. So, I'm sure that's where the
author got the name from. All that aside
though, this entire level presents
itself as a very large hotelike complex
with abnormally long hallways and rooms
and lobbies and salon areas scattered
throughout. There's much more to the
level outside of this hotel, but the
main part you're going to have to
explore and survive to get to those
other places is the hotel. The halls are
covered in a very murky, dark carpet
material, which feels really coarse to
the touch. It's definitely the type of
carpet that if you fell on it, you would
skin your knee, okay? It's it's like
that bowling alley carpet. The other
fixtures, like the lights and the walls
and the ceilings and everything else in
the hotel, all of them are purple in
hue. Even the lights emit a really
bright lavender color from them, which
kind of makes everything this
sickeningly depressing purple. You might
think to yourself, like I said at the
beginning of the video, that purple
lighting wouldn't be so bad, right? You
know, it's pretty chill. But after being
stuck under any colored lighting for a
long time, you probably would go insane.
Especially if the purple is the right
wavelength, you literally might lose
your mind. Quote, "The circular ceiling
lights leave the hotel cast in an
unwavering lavender glow into the
hotel's interior, where one often
portrays a sense of despondency. Now, as
you keep on walking through this
extraordinarily large network of rooms
and hallways, you'll notice almost
immediately how narrow and
claustrophobic the hallways become at
random intervals. It's not always this
small, but it shrinks down in awkward
positions to be this small. Now, it's
bad enough to be stuck in a bathroom's
level alone with everything purple, but
on top of that, you have to experience
these very claustrophobic places where
it gets so small and so skinny to the
point you're going to have to crawl on
your stomach to even slide through the
openings or turn sideways and suck in
your gut to even get through the walls.
The level fills people that come here
with this unescapable sense of
uneasiness, as if something's watching
them, as if they're being stalked by
somebody, even though they're alone in
these empty hallways. Now, the hallways
themselves are not the only places
you'll be able to explore here. Like I
mentioned earlier, you're going to run
into lobbies and salons and hotel rooms
and things like that. I will discuss
what's in those later, but for now in
these hallways, the only other note, the
only other thing that you're going to
see besides the lights are paintings on
the walls themselves. Now, these
paintings are extremely unnatural and
enigmatic in nature, and you should
never under any circumstances look at
the figures in the paintings. what they
usually depict are off-putting and
unnatural and there's people and beings
and entities in them that are
nonsensical and strange and disturbing.
None of these things are from our real
life like nobody can recognize, oh
that's that's Van Go. That's a
self-portrait. No, these are just random
things. But it's said that looking at
them or maintaining eye contact with
things in these paintings is known to
cause temporary paralysis of the person
who is staring. Often times when this
kind of paralysis happens after you
stare at a painting, you'll begin to
hear strange whispering noises and
movement will dart between your
eyeballs, but you can't move around to
see what is happening. It's literally
just you're stuck. You cannot move. The
source of the whispering and the
paintings themselves is unknown. We
literally have no idea how this happens
or why this happens. But maybe the
paintings are not just paintings. Maybe
they have lives of their own. Maybe the
entities of the level live in these
paintings and that's what they are.
Whatever the case is, do not stare or
make eye contact with any figure in any
painting.
Now, moving on from the level's
hallways, the rest of this area's design
is kind of laid out in what they call a
perpetual illusion. That's straight from
the levels page. I didn't make that up.
And I think what they mean by that is
that the further you go, it makes less
and less sense how you get to where you
are. There are salons and ballrooms and
lobbies, and the hallways themselves are
what connect to these different areas.
The hallways themselves are
interconnected and they help you get
around, but they are constantly shifting
and combining with new hallways to make
new pathways, which means that you
couldn't go one way the entire time. It
literally would be physically
impossible. Think of this entire level
like a Rubik's cube that's just always
being shifted one block at a time but
never being solved due to that what I
just said about the hallways. It is
impossible to accurately draw a map or
even assess where you're going at all
because the paths are literally never
the same. The page also says that while
the halls are shifting around, they form
repetitive fractal patterns until they
land on a new version and a new layout.
So, while the hallways are shifting and
while they're moving, they have this
very strange kaleidoscopic effect and
you can't see the way forward. You kind
of just have to stop and wait for them
to be done. Now, the salons and the
lobbies and the ballrooms on the other
hand are a little bit more stable.
They're still kind of purple and
abandoned and murky and there's still
paintings and stuff for sure, but the
stability is a little higher. Now, when
I say salon, I'm not talking about a
salon where you get a Manny Petty. I'm
talking about the salon where you host a
big party or a dinner or an event,
something like that. Think of a
ballroom. These large rooms are usually
empty of any defining features. They are
said to be oppressively quiet to the
point of being extremely uncomfortable.
People that come here and sit down feel
like they're trapped. They feel like the
silence is so deafening that they start
to make up things that they hear. It's
lonely. It's isolating. And your brain
will undoubtedly try to fill in the gaps
of uh there being nothing cuz there is
nothing but you think there is. This
little excerpt I'm about to read is
exactly what the level page says about
these areas and the effects of being in
the level for so long that you start to
hallucinate. Quote, "Proled isolation
after the process leads to mental
deterioration which is interpreted as a
vicious cycle. This deterioration begins
with visual and auditory hallucinations
such as hearing footsteps or imagining
dim figures in the peripheral views of a
wanderer. The subsequent phase is
characterized by persistent persecutoy
delusions, breaking one's navigation
abilities and directing oneself into
deeper regions. Deeper areas are
collateral restrictions beside the
anomaly, isolating one in pitch black
sight and entrapping one in the void. So
that is pretty much what happens if
you're here for too long. That prolonged
isolation will lead you to be insane,
quite frankly. And the further you walk
into that insanity and into the level,
the less light there is and the more
darkness you'll get to until eventually
you just walk right into the void level
and you're cooked. The only brief respit
that you might get while being here on
level 321 is that some of the rooms that
are accessed from the hallways and the
hotel are open and you can walk in them
and you can kind of relax and rest if
you can, if your brain can relax enough.
But these rooms are like hotel rooms.
They're very small, very cramped, and
they usually just have the essentials of
what a hotel room might have. I don't
know, there's beds, there's desks,
there's chairs. However, randomly and
strangely, outofplace objects can be
located in the rooms when you go inside
of them. Like, you might find a hot cup
of coffee that's still steaming on a
table or a book open on the bed or a
coat on a hanger. Like, someone's been
there recently, just just 10 seconds
ago, but they're not there when you walk
inside. Maybe this level is somehow
strangely connected to reality. I I
don't know. I don't know the science
behind it. But what I do know is that
the paintings that were on the walls and
the hallways are also on the walls in
the hotel rooms. And they're still as
strange and they still have weird things
in them like faces and entities and
beings. Do not look at them at all, no
matter what. But like I said at the very
beginning of the video, there is an
entire area beyond this hotel.
Everything's still purple out there. But
uh this is not the end. It's actually
just the beginning because if you escape
the hotel, you can walk outside to this
outdoor area. It starts as a massive
wooded place with forests and trees as
far as you can see. Everything is kind
of covered in a purple mist. It's not
just this wilderness, though, because
beyond that, there seems to be entire
towns and suburbs and cars and signs of
life. But nobody's here living.
Everything is uncomfortably abandoned
and quiet and misty and purple. The
houses are bleak. The streets have cars
that have just stopped in the middle of
them. Daffodils grow all over the place.
There's this purple haze covering
everything going inside the houses and
the streets. Some of the paintings from
the hotel can be found in the homes
outside here, too. It's just very weird.
Think of like a giant Silent Hill town.
That's what this place is, except it's
purple smoke. There's also a very
strange and enigmatic place that's
whispered to exist deep into one of
these towns far away from the hotel.
It's supposed to be a diner. Now, the
diner has really weird lore about it.
Not sure what to say really. It's just a
very strange and dangerous place. And I
know that you should never venture
through the mist to get there. But
again, in simple terms, think of Silent
Hill Town from all the games and all
that stuff, but here it's purple and
misty and inside of the back rooms.
There are no documented entities here
that are wandering around. just whatever
you see in the paintings might be an
entity and you should not look them in
the eyes cuz we we really can't know if
they're real or what they what they do.
All that we do know is that they can
immobilize you.
To enter this level, you can be in level
five, the terror hotel, and walk down
one of their hallways long enough until
it turns purple in color. And then, of
course, you'll walk directly here. But
unfortunately for you, exits from this
level are almost impossible to find.
You'll likely have to make it outside of
the hotel that you start in to this
wooded area and wander through a field
until it turns into level 660. Or you
can stay in the hotel and risk walking
around the infinitely shifting warping
hallways until you find an entrance to
level 403. But level 660 and 403, the
two places you can get to, they're not
fun at all. Okay, they're they're pretty
bad, so you're probably screwed. This
level is really neat because it's it's
dark. It's murky. It's unknown. We have
no idea why anything is like it is.
Nobody can stay here for long enough for
that to be a a search point. Nobody can
find anything. Why is there a whole area
and a whole world outside of this hotel?
Why do the paintings have this enigmatic
power? We don't know. Never will. I
think it's I think it's good not to know
everything. That's what makes the
bathrooms unique. Plus, purple's pretty
cool.
This level is very unique as compared to
other ones that I've discussed on this
channel. It looks physically to be an
outdoor area that is completely overrun
by greenery growth. So vines,
vegetables, fungal growth, leaves,
[music]
everything like that. All that stuff
covers the entirety of the known level,
every structure in it. And as such, it's
extremely difficult to see anything
beyond the leaves. As of this video
being recorded, three distinct
structures have been seen through
initial exploration of the level. Now,
these are the only three structures that
stick out from the grass that we can
actually see. There could be more, but I
don't know. They are the residential
area, the church area, and the house.
But before I get into what those three
actual places look like, I want to talk
a little bit more about the overall
appearance of the level because I don't
think it's it's really easy to say how
this looks. I mean, it's literally just
this massive expanse of greenery and
overgrowth. It looks like a giant
tangled up ball of weeds, but it's
supposed to be like a real place where
people used to live. It does not seem to
be infinite or expanding like many other
levels of the back rooms do. It doesn't
change or warp. Rather, it seems to be a
smaller confined area, no bigger than a
few square miles. Since there's
overgrowth everywhere and the plants
grow at a better and faster rate than on
Earth, it can be assumed that the level
possesses a very high CO2 level, which
means essentially it's it's impossible
to breathe with human lungs here. That's
why they sent a drone in to explore
instead. And plus, I don't think anybody
wants to jump through a coffee puddle to
explore a back room's level. The level
also seems to be decently flat with
minimal inclines like hills and stuff,
but since there is so much overgrowth,
it's really hard to tell if there is any
hills. The sky box to the level can be
seen and it is a simple blue area with
no sun and no clouds. It is just
constantly daylight in this box. To me,
this level almost sounds like a
terrarium or something like that where
you would keep an animal like a lizard
or something. But whatever the case is,
the three places I mentioned earlier are
all that can be identified as of this
video using the drone. And as I said,
the first one was the residential area.
This was the initial first place the
drone came to. And it looks like an
overrun house with a derelct water
fountain outside. This water fountain is
broken and it's old, but on top of the
actual fountain itself, there's two
statues. One statue is a male and the
other is a female and they seem to be a
couple and they look to be dancing
around in circles where water used to
come out between them. Of course, now
there is no water and it's overgrown
with leaves. But in this just general
area, swing music plays softly from an
unknown location. Now, swing music is
kind of like like R&B jazz if you didn't
know. It's like dancing music from the
50s and 40s. And it's softly playing
through the entire residential place.
Not the entire level, just this specific
place. And nobody knows where it comes
from, but what we do know is that
through the speakers of this this
exploration drone, it does sound pretty
unnerving. The second structure that was
found is a religious area where a very
large white Christian cross pokes out of
the top of the overgrowth and can be
seen towering over all of it. Now, the
reason it can be seen is cuz it's on top
of a church building. And inside of that
church building, the drone found some
pretty scary things. Partially buried in
the floor of this building is a humanoid
person with only the top of their head
being visible sticking out of the
ground. Upon further examination, you
can actually see the arm of the person,
too. And it looks to be reaching
outwards as if it's trying to claw its
way out of the weeds and out of the
ground below it. Yet, it didn't work.
The leaves and the vines and everything
seem to have strangled this person and
drowned them, so to [music] speak, in a
sea of leaves. If you get close to this
person, there is a very strange guttural
rattle sound that emits from the skull.
And I don't know what that means, but it
sounds pretty unnerving that a person
that is supposed to be not alive anymore
can be making noises.
Now, the third and the final section of
this level can be viewed as kind of a
neighborhood style place with multiple
houses in a row. This is the only part
of the level that is not overgrown with
all this weeds and vines. It's the only
open spot, kind of a bare spot, and it's
unknown why this happened. It's
completely untouched. Venturing inside
of the houses, you can see that they are
entirely preserved. Every minute detail
inside of them is how it would have been
if people lived here, as if somebody
just left abruptly. Directly inside the
front door of the first house is a
kitchen with tables and cabinets and
oven and chairs and everything like
that. On the table is a full meal that
looks like it was meticulously prepared
for somebody that never came. There's
kind of just plates of food everywhere
and pots of food that have dried out
over time, but nothing's been touched.
If you walk through the kitchen, or
rather kind of fly with a drone to the
kitchen, you'll see a hallway that
connects to the living room. In this
living room area, another skeleized body
rests in an armchair. There are no signs
of struggle. There's no kind of scene
where it looks like somebody fought or
was hurt. It looks like this this corpse
or this skeleton just sat down and is
rested there forever cuz the rest of the
room is untouched and it's clean. On the
tables in this living room alongside the
skeleton, several camcorders and
cassette tapes can be seen as well.
These have been taken in for further
examination. The bedrooms in the house
are empty. The bathrooms are empty and
nondescript. And beyond what I just
mentioned to you, nothing else can
really be explored because the brush is
too thick in the other parts of the
level for the drone to get through. The
best way I can kind of explain this
level to to something you might know is
if you've ever seen the magic cottage
episode of Spongebob where they're kind
of stuck in the kelp forest. That's what
this level looks like everywhere. It's
so overgrown, so oversaturated with
these leaves and these vines that it's
oppressive. It seems like this this
virus of leaves has strangled the very
life out of this level. And it it really
makes no sense. Like why are there two
skeletonized people in strange places?
Why is one in the ground? Why is one in
a rocking chair? And why is there food
on the table that never got eaten? I
don't know what it all means. That's
just what the page says. Okay. But on
that same note, theories on the level
range widely. Some believe it's a real
place from Earth that fell through a
null zone and was overtaken by this
so-called backrooms rot. These leaves
that that choked out everything. Others
think it's a hallucination and it's kind
of a metaphor for life itself. Others
think it's not even a part of the back
rooms and that this null zone tapped
into an alternate reality that can be
explored through its its coffee spill.
But the question above all remains the
same. How and why is level 644 only
accessible through a specific puddle of
coffee? That makes no sense, but it
definitely is interesting. And it asks
the question, what other kinds of
entrances to levels can be created by a
human and not accidentally found like
the rest? And does that make this level
the rarest of all time so far? I don't
know. Let me know in the comments if you
have any theories about the level, what
it means, or anything else like that.
Pretty interested to hear what you have
to say. Also, there are not any listed
exits since the only entrance is the
coffee puddle. No one's been there to
explore except the drone. So, we don't
really know how to get there, what else
is even there, or how to escape if you
get trapped there. But like I said, the
main intrigue of the entire thing is
what other places and things that we
think are mundane like almond water or
any other structure in the back rooms
can be no clip through to enter other
places that have never been seen before.
We don't know. It just opens up a whole
new can of worms.
Notice if you enter a gateway opening to
another level that doesn't lead you
there, but somewhere else, you may have
encountered this level. Under no
circumstances should entry be attempted,
as no confirmed exits currently exist,
and exploration yields no new areas,
resources, or points of interest. The
level functions entirely as a dead end
and is regarded solely as a forbidden
location and warning to wanderers. If an
exit in your vicinity redirects here,
avoid entering and seek an alternative
exit or wait several days until the
gateway returns to its original
destination. It is also noteworthy that
interactions with this level appear to
occur exclusively on an individual
basis. Though the reason for this
phenomenon remains unknown. That notice
right there is how the level 403 page
begins. And it's a pretty crazy warning.
It literally says right there, this
place only opens up when you're trying
to escape a different level. It only
does that when you're trying to leave.
And level 403 almost takes over where
the regular exit should lead. So, if
you're on a random level like 250 and
you know for a fact that the way to exit
250 is by walking down a specific
hallway, but when you do walk down that
hallway, you see level 403, do not
continue walking to level 403. Anyways,
this level has been classified as an
undetermined difficulty because of the
lack of information we actually have on
it because no one can leave the level
even if they want to. But one thing is
known for sure. This place seems to be
forbidden for human life. And you'll get
that vibe and you'll understand what I'm
saying as we get further into the video.
The general consensus is that this level
is only able to be entered by accident.
You can never predict where an entrance
to it is going to appear or if you're
going to no clip here accidentally. You
literally cannot tell. If you end up
walking through the wrong door or that
no clip breaks, that's the only way you
can end up here. If you do that and you
choose to come here, or you don't choose
to come here, more likely, you'll be
greeted with a dark amalgamation of
desolate rooms and hallways that look to
be a part of a gigantic building complex
of some kind. Now, a dark amalgamation
of rooms and hallways is not uncommon in
the back rooms. Many of the levels we
talk about are like this. But something
unique and what makes this specific
place interesting is that each hallway
section is different in appearance and
geometry to the previous. They're all
overwhelmingly empty and barren of life,
but they all look different. They all
behave differently. You could be walking
down one hallway and you see a straight
infinite place in front of you to walk
and then 10 ft in front of you, that
hallway could change before your eyes
into a staircase or a different entrance
to a basement or a different room
opening. That's just how the geometry
here works. And you're seeing video
footage right now kind of visualizing
how it goes here. The energy in these
winding and warping places is extremely
isolating as per usual with other
levels. And the incomprehensible
geometry just makes it that much more
difficult and fills you with dread
because you literally can never ever
beat this geometry. It always warps. It
always changes. You're not in charge
here. The air in all of these hallways
and rooms are dense and motionless. And
it feels so thick, like you're walking
through water without getting wet.
Almost like the air itself is a physical
object and it's not a gas and it's
pushing back against you from wanting to
explore this place. As I said at the
beginning, it feels forbidden, like you
should not be in this level. It feels
like it's not allowed. Everything is
constantly shifting and warping and
zooming in and out. And it literally
just it's not normal for a human to be
experiencing this. Okay, most of the
rooms in the hallways abruptly arrange
to each other and warp with each other
at complete random points. There's no
intelligence in the design of these
buildings. There's no architect that
made this blueprint and that it
constructed it. This is the back rooms
trying to recreate real life without
ever seeing what real life actually is.
It's like describing a dog to somebody
who has never seen a dog and then
expecting them to draw it. This level of
a 403 would be like explaining how
hallways and buildings work to somebody
who has never heard of a hallway or a
building existing and then making them
draw it. Many of the passages here are
hauntingly skinny and claustrophobic. In
some places, you'll have to slide on
your stomach to even get through them.
Although, these small areas could open
up to gigantic rooms that are so tall
that you can't even see the ceiling. And
that massive room could lead to a
crooked hallway that's bent at a 45°
downward angle. Nothing makes any sense
here. Humanity should not be able to
travel [music] here. And amongst all of
this geometry and architecture is random
arches and pillars and support beams
that are literally just there for no
reason. They're not holding the level
up. They're not being structurally
sound. They're just shoved in randomly
as if the designer or the back rooms in
this instance didn't even know what
pillars were for, but they knew that
humans use them in their buildings, so
they decided to throw them in here to
[music] uh to just make it seem like
normal. Another thing that's for sure
about exploring this infinite labyrinth
of hallways is the feeling that you
don't belong here or that if someone saw
you here, you would get in trouble.
[music] You remember when you were a kid
and you'd be sneaking around your house
or your parents house, your friend's
house, whatever it is to try to steal a
cookie or something like that, and you
have that dread feeling in the back of
your mind that if somebody sees you,
you're going to get in trouble. That
feeling is what you get when you're
stuck inside of level 403. That's why
it's considered forbidden to people. The
level also fills individuals with a
sense of longing and sorrow. That
feeling you get on the night before a
vacation ends or right before something
bad's going to happen. That is the
energy that you will exude while you're
walking through these warping hallways.
You do not belong here. And the
bathrooms is trying to make you feel
that. That thick air that I mentioned
earlier that makes it hard for you to
walk around. It's freezing cold. There's
some kind of air conditioning that's
always blowing through this place
[music] and it makes the air feel like
you're walking through ice shards
almost. But I've described it to the
best of my ability. Let me just read a
quick excerpt from the level to just
show you how they describe the feeling
of being here. Quote, "There are so many
sensations one can notice here, aside
from those rooms, concrete walls,
polished floors, and glowing lights. Yet
the atmosphere has that profoundity
without explanation that never land. The
cold air seeps into the place's texture
until every surface radiates a faint
frigid softness upon contact. Ceiling
lights shimmer on the floor, creating a
liquid-like surface of luster. When
corridors twist and turn in other
directions, each row of lights emerges
one by one around the curves as if
isolated street lamps pass one after
another through the windshield while
driving on a deserted highway at night.
In another sense, some have described
the imagery before their eyes as an
expansive ocean illuminated by the stars
above. So that's the way the level
describes itself. It's very
otherworldly, eclectic, lonely,
depressing, isolated. It feels like
nature incarnate, but in building form.
And unfortunately, it doesn't get better
the further you walk in the level. It
actually gets worse, like most levels
do. But if you continue walking down
these shifting hallways, eventually over
the weeks or months or the years that
you're trapped here, the light will
begin to fade and gradually and
gradually will begin to disappear until
you find yourself in complete darkness.
Once you're in this darkness, there will
be no way to see the shifting halls
ahead. There'll be no way to light where
you're going, and your your flashlight
or whatever you have won't last forever.
So, you're just going to be stuck in a
constant shifting vortex. The darkness
has a sinister energy to it as well.
Almost as if something lives there,
silently and motionless, watching and
waiting for you to fail. But throughout
it all, the real issue of this level,
this place you can only access by
accidentally incorrectly no clipping or
walking through an incorrect exit. The
real issue with it and why it's banned
from being entered is that you cannot
exit this level. You can never find a
way out. It's literally over for you if
you get here. There is no making it out.
There's no light at the end of the
tunnel. There's no reprieve from the
constant shifting. It's this way
forever. Quote, "If you find yourself no
clipping into here, continue moving
forward. Do not remain stationary for
too long. You never go anywhere. And
however long it takes you to realize it,
you always have to wander deeper into
the level, no matter what. Despite the
presence of dead ends, the environment
constantly extends indefinitely with new
passages [music]
continually reemerging deeper and deeper
within the darkness. No evidence
confirms the existence of an exit
further ahead. Although it is possible
that there may be one in the far away
land. Lastly, if you are unfortunate
enough to find yourself in this
scenario, we wish you the best of luck
in an escape. And may God acknowledge
your hard work throughout this journey
into the void. Your effort will never go
to waste. We believe. Keep walking.
That's a pretty terrifying quote. I
can't even lie. It would be horrifying
and just awful to be stuck in a place
like this that is constantly shifting so
much that an exit can never appear. I've
already explained how to enter the level
and that's pretty simple. You just have
to accidentally do it. So, whenever
you're no clipping, make sure you do it
right. Do not noclipip wrong. And if
you're walking in a level trying to exit
and you open a door and it doesn't lead
to where you think it's going to, don't
walk down it. Don't do it.