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Top 5 UNBEATABLE Backrooms Levels...

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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.
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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.