SURVIVAL DIFFICULTY:
Class 4
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The repeating parking lots of Level κ.
Level κ (Pronunciation: Kappa) is the tenth Hellenic level of the Backrooms, and is known for its anomalous effects which takes place within. The level is highly infamous for its ability to manifest itself onto other levels, and hold wanderers captive until brute force from a third party is applied. Level κ is considered to be a valuable asset of the M.E.G. and a viable territory for resource exploitation and the recruiting of unsuspecting travelers.
Level κ is newly discovered, recently found on the 10th of January, 2026, many groups and organizations sought to obtain territory from within, as well as to conduct ongoing studies for the knowledge and benefit of their own.
Description:
Level κ appears as your standard parking garage, consisting of many floors and parked cars to hide under. Pretty similar to some of the earlier levels of the Backrooms, am I right? Well, to tell the difference, Level κ usually repeats, and repeats A LOT. After wandering for a while, if it appears as the same set of parking lots over and over again, you are most likely held captive within Level κ. Yes, this level quite literally holds you captive, and you must hide to make it your home or find an exit before the entities get to you. Do not panic, as this level is not as bad as it seems if you simply follow the directions provided on this page.
Obviously, the entirety of the level is composed of reinforced, rock-hard concrete; however, after numerous trials conducted by construction workers within the Backrooms, the concrete is considered practically indestructible through means of human intervention, as it was discovered to be completely unaffected by explosions, demolitions conducted with "incompetent" mechanical methods, and even tactile nuclear blasts. The immense durability of such material is currently being studied by researchers across the Backrooms, and it is believed to be the same substance making up That Gamma Level, sharing an identical chemical composition after experiments conducted via elemental analysis. An unnatural chemical bond is believed to be what holds the structure up, however, this is just a theory and its true nature remains unknown.
CAUTON: THREAT TO HUMAN LIFE.
Fog events are common in Level κ, and can pose a lethal hazard to anyone who disobeys protocol. The "fog" is a mixture of Carbon Monoxide (CO), Chlorine (CI2), and Hydrogen Cyanide (HCN), guaranteeing fast-acting and life-threatening effects, and is to be treated as a highly threatening chemical hazard by classification standards. Once any signs of this phenomenon onsetting appear, one should immediately seek medical attention—if near an outpost—and escape before imminent death. To ensure safety, utilize a fast and critical step-by-step survival method:
- If you ever believe that you've been caught within a fog event, IMMEDIATELY exit the area. Any belongings and items will be instantly contaminated if exposed to the gas, it is encouraged to only keep what is on you at the moment and LEAVE THE PREMISES. If you believe you've inhaled said gas and are suffering the symptoms, you will only have a sliver of chance to survive IF there is an outpost near you, if not, you are going to die.
A diagram illustrating the molecular structure of Carbon Monoxide (CO).
A diagram illustrating the molecular structure of Chlorine (CI2).
A diagram illustrating the molecular structure of Hydrogen Cyanide (HCN).
- M.E.G. Outpost: Server Keepers do have medical teams on site, and they will exit the site to conduct a life-saving operation outside the site if you are found suffering post-inhalation. However, they cannot always save you and are rarely even spotted putting effort into rescuing wanderers. If not, you might be lucky enough to be spotted by the Watchers From a Plane Above.
- It is recommended to warn others about the fog event, as to ensure safety and spread awareness to prevent future fatalities.
- Currently, the M.E.G. is considering an operation to eliminate all traces of the gas, however, some experts say this is out of reach and should not be done due to the concerns of higher-ups within the organization.
They can make the ground look like sand…
Entities appear frequently in Level κ, and are mostly unidentified. Some theories point to the presence of Smilers hidden in corners, however, this is unproven due to lack of evidence surrounding them being in Level κ. It is mostly dark shadows which don't match any description of documented entities that roam the level. Wanderers report moments when they saw other wanderers get snatched into dark spots or suddenly disappear after they saw black figures rush across their peripheral vision. It is unknown what happens to wanderers, nor how these entities look like, but the chances of you encountering a few are nevertheless common. These shadows can manipulate light distribution using their figures, and can change the appearance of surfaces around you.
Interlevel Transportation
Many assume that the only way to enter levels is through voluntary exit, however, this is not the case for Level κ. Unlike enigmatic phenomena such as that of Level !, Level κ manifests physical pathways leading to itself rather than an instantaneous entrance.
A hole in the floor left by a wanderer after they were plopped down onto the floor whilst holding a hard item.
Outside the premises of Level κ, wanderers can be transported forcefully through anomalous tunnels that appear out of thin air without warning, these "tunnels" take the form of transparent tubes of blue light, allowing you to peak through to capture a glimpse of the level. One of two things will happen, that being: Either it will leave you alone, or you will be forcefully pulled into the level without warning. This can happen at any time, anywhere, and to anyone. Such phenomena are not found to exist for other levels, and this leaves Level κ unique. Although the process of transportation is usually harmless, some wanderers report bodily harm and injury during the "pull", as their bodies might have been dragged across the surface at extreme forces, or brutally slammed against the wall before finally slipping through. Nonetheless, it is advised to follow the precautions listed on this page, as around 5-10% of wanderers enter Level κ at least once in their lifetime.
After being forced into Level κ, wanderers can land in an assortment of ways. Some wanderers simply fall down from the ceiling, while others get thrown onto the ground directly; however, the unfortunate ones end up clipped into the walls, still remaining conscious while the atoms in their body align perfectly into the level's structure. Such incidents can easily be avoided through common sense when no-clipping, and watching where you're going!
What's Wrong With The Lights?
Level κ experiences yet another strange occurrence, which dictates lighting patterns within the level. After enough exploration, a wanderer might begin to notice a change in the lights, they might differ in brightness from each other, or one might be oddly colored or not even on at all. Note that in a regular state, Level κ's lights are always perfectly intact, so when any changes happen with the lights, it is advised to stay vigilant, and keep track of their behaviors.
One of the first changes you may notice is what was mentioned earlier, if any of the changes are spotted (color, brightness, on/and off state), immediately retreat from the area towards the opposite direction of wherever you are facing in front of you. If you are lucky, things will return to normal, however, those who fall victim to the lights of Level κ are never to be seen again. Remember, the main weapon of Level κ is the repetition, the never-ending sets of identical rooms designed to turn you insane and alter your brain from the inside out. When this cycle is disrupted, the level punishes whoever notices, and will do anything in its power to erase all eyewitnesses.
CAUTION: BROKEN GLASS POSES A RISK!
The moment the lights begin to flicker erratically, run for your life. You've officially gotten yourself (not really your fault) into a situation far worse than that nightmarish level where you run a stretch of kilometers (wink wink). Lights may also fall to the floor, leaving shattered debris scattered omni-directionally. Glass shards can act as deadly projectiles, penetrating deep into skin tissue and can cause deep lacerations. A siege of hostile entities will begin to surround you from all sides, exterminating your presence excruciatingly, making sure not one bit remains. This cruel death is considered to be of a higher level than that of Level !, and the worst thing is, some survive, left in a heavily disfigured state or on the brink of death.
Although most experts believe that this phenomenon is strictly exclusive to occur within Level κ, others doubt its exclusivity and reach towards the possibility of it being present in other levels. Hence the large amounts of mysterious disappearances across the Backrooms, this theory might not be too far-fetched. Currently, careful investigation directed by the M.E.G. is taking place in Level κ and beyond, ensuring proper documentation of this event, as well as others.
Thresholds For Safety
While you are in Level κ, you may encounter strange rooms loaded with items impractical for any actual use. These rooms often appear disheveled or out of place; though they do not act as a hindrance, and can be utilized as a hiding spot, a shelter, or a place to form a small outpost in. In rare cases, these rooms may contain Almond Water or small food items, so it is recommended to search under spots. Staying a night or two is fine, however, a harmful dust lines the area, so it is not recommended to reside inside for long periods of time.
These rooms sure are strange.
Inside these trash piles, strange codes written on pieces of paper can be found, consisting of letter combinations and 4-digit numbers. Successfully piecing together multiple pieces of paper until you form a sensical phrase can hint towards your escape; so stay on the lookout.
Bases, Outposts, and Communities:
M.E.G. Outpost: The Server Keepers
Although it seems like urban ex, entering without authority from M.E.G personnel will get you killed.
This outpost set up by the M.E.G. holds high value due to its strategic positioning and the current headquarters of arms distribution. The surroundings look more torn down than anything "secure" and seems far abandoned, as if decay truly set in and consumed everything in sight.
As of now, the base holds highly secretive and classified M.E.G. information, and any wanderers who stumble near are shot on sight. Rescue teams can be sent out, yet most die before it can reach them. Heavily fortified walls constructed of tungsten and topped with electric bar wire circle the entire base, making sure no one can even break in into the site.
Plans of reconstructing the outpost and transforming it into a public colony for residency are being discussed, but as of now, nothing is confirmed. It is advised to not stray near, as you'll most definitely be killed.
Watchers From a Plane Above
Led by a group of nomad travelers, the Watchers From a Plane Above hand out free supplies to wanderers in need and treating diseases, acting as both a charity group and an on-foot medical team. They are in good relations with the M.E.G. and the B.N.T.G., helping secure regions and keeping common folk away from enforced operation zones. If aggravated, the Watchers From a Plane Above may shoot you, as they are armed with handguns. They are also former professionally trained B.N.T.G members, so they have a lot of combatant experience.
The group has been spotted attempting to exterminate entities, in hopes of bringing the entity threat down.
Institution of Systemic Affairs
If you ever step foot into a location where all the lights appear dimmer, you've successfully made your way into the massive city-like complex known as the Institution of Systemic Affairs. This serves as a massive colony carefully patrolled by armed guards, who which protect civilians from outside threats. This complex features a fire station, police station, hospital, recreational park, and apartment flats. The cost of shelter here is free, and you will need to integrate into the society if you decide to live here.
The dark side behind all of this is the underground slave network. The M.E.G. sends in corrupt personnel or traitors of the organization to work as slaves. They are stripped of identification and are subjected to manual labor until they die of exhaustion or natural causes. Anyone can kill them voluntarily without consequences, as they are no longer considered human.
The leaders of the colony also helps settle disputes between the M.E.G. and smaller groups, helping to stabilize tensions within Level κ and prevent conflict.
Change the environment, and make it your home.
Entrances and Exits:
You can enter and exit Level κ through various methods, most commonly being forced entry through the anomalous tunnels. Like other Hellenic Levels, Level κ can also be easily accessible between other Hellenic Levels.
Entrances:
Although you can enter Level κ from practically anywhere, you can only enter via the anomalous tunnels, and some levels may have a higher chance of bringing you here. The list includes:
- Level 0, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9, Level 10, Level 11, Level 13, Level 19, Level 21, Level 22, Level 23, Level 25, Level 26, Level 27, Level 28, Level 29, Level 40, Level 42, Level 43, Level 46, Level 48, Level 50, Level 51, Level 52, Level 53, Level 54, Level 55, Level 56, Level 57, Level 60, Level 61, Level 63, Level 64, Level 65, Level 66, Level 67, Level 70, Level 71, Level 73, Level 73.1, Level 73.2, Level 103, Level 197, Level 340, Level 390, Level 605, Level 777, and Level 998.
Exits:
- No-clipping into a pipe can lead you to Level 2.
- No-clipping into a locked car can lead you to Level 22.
- Entering a red-colored unlocked car can lead you to Level 64.
- Entering a blue-colored unlocked car can lead you to Level 73.
- Entering a brown-colored unlocked car can lead you to Level 60.
- Entering a yellow-colored unlocked taxi car lead you to Level 103.
- Entering a black-colored unlocked vehicle can lead you to Level 69.
- Entering a white-colored unlocked vehicle can lead you to Level 50.
- Entering a grey-colored unlocked vehicle can bring you to Level 80.
- Finding an unlocked door marked with orange paint can lead you to Level 45.
- Navigate to the left until you find a sign marked with the code you pieced together back in the trash pile, and follow it until you find a white door which leads to Level 4.
- Ripping the paper with the code can bring you to Level 56.
- On rare occasions, slipping on a puddle and falling face-first can bring you to Level 37.
- No-clipping through the ceiling can lead you back to Level 0.
- No-clipping into a broken light can lead you to Level 1 or Level 6.