SURVIVAL DIFFICULTY:
Class Varied
- Changing Safety
- Unpredictable Security
- Fluctuating Entity Count
Level -90 is the 91st negative level of The Backrooms.
Description
Level -90 appears to be a waiting room in an office or clinic. Level -90 is divided into five parts, or as some like to call them, floors. Part 1: Waiting Rooms Part 2: Attendance Part 3: The Windows Inside, Part 4 - The Broken Waiting Rooms and Part 5: Broken Reality Level -90 is said to bring a feeling of safety and comfort.
Part 1: "Waiting Rooms"
SURVIVAL DIFFICULTY:
Class 1
- {$one}
- {$two}
- {$three}
Waiting Rooms is the first part of Level -90. It resembles a waiting room from an office or a clinic, with beige and orange-tinted walls. It is a very safe environment, and due to this, the level brings a feeling of security. But it's confirmed that the longer you stay here, the feeling of security vanishes and you start to get a feeling of anxiety that gets more intense over time. There is a hallway that goes on for 900 square meters, but for every 40 meters, there are two entrances that you can find. One leads to a room with some chairs (ranging from 1–6) and a notebook, and the other one leads to another room that has a couch, a lamp, and some magazines.
Image of two entrances in a hallway in Level -90. The photographer presumably resides on Level 6.1 to this day.
When you go near the lights, you can hear a constant buzzing sound that is almost identical to the buzzing sound from Level 0. There are some chairs along the journey of this level, and there are also black couches that one can sit on for a nice, relaxing sleep. Though it is confirmed that it might take you somewhere after you exit the level, depending on whatever one dreams about on the couches, The magazines found in this level can show information about random levels or advertisements. It's not confirmed if the level takes advertisements from The Frontrooms or creates them itself. There will be pages written by entities that want to trick you into going to certain levels. There are some rooms with televisions in which most of them are static, but some have a chance of showing some signs of entities trapped in them, say wanderers. If not both of those, they will play advertisements like the magazines shown on the table in the image shown. There is a 0.4% chance of there being an extra entrance for every two entrances. In this extra entrance, there will be a table with exactly 7 chairs found in one of the entrances, and on the table you can find various items. These items come from an unknown source, most likely the level itself. However, the items are safe to eat. Sometimes, the dinner table will have items like almond water, cashew water, and moth jelly. There will also be a vending machine inside the entrance, and it will serve many drinks, most likely unbranded juice or water. However, the extra entrance is in a very dark room, so there is a 90% chance that Lighters will appear in these rooms.
A picture of a clean notebook found in Waiting Rooms The photographer presumably took the notebook while escaping the level.
The notebooks that are found in a few rooms have pages ranging from 20 to 80 pages. Most of the notebooks someone can find are empty, but every notebook has a chance to have drawings. The drawings represent entities, and it is said that the drawings have been made by the wanderers that have already gone past this level. Some notebooks are already drawn on by wanderers. However, wanderers are unable to meet inside of this level, and the only way wanderers can interact with the environment of the level is through its objects. One can also write in these notebooks, whether they are sketches or plans to escape the backrooms. They won't change, but they will be placed randomly if it's lost, so to keep your freshly obtained notebook with blank pages, keep it and don't place it anywhere. At the end of the hallway, there will be a beige-colored wall with a random painting on it and a lamp similar to the ones at the entrances on top of a white table. Next to the lamp, there will be a closed exit gate that, once open, leads to a stairwell. The stairwell leads to the next part, Attendance. There is also a rare event that occurs that causes all the lights to go out. This has a chance to lead one to Level 307. In only one out of all the entrances, one will be able to find a computer that appears to have been taken from The End. The computer has a few applications that appear to have been created by the level itself. To escape Waiting Rooms and proceed, one must run the command executor program, write "gate_terminalopen," and go to the end of the hallway. The exit gate will be open, and one must take the stairwell in order to get to the next part, Attendance.
Part 2: Attendance
SURVIVAL DIFFICULTY:
Class 5
- {$one}
- {$two}
- {$three}
A photo of the room known as "Attendance Room" in Attendance before the "Entity Infestation" event.
Attendance is the second part of Level -90; it appears to be an empty room of 400 square meters in size. It contains orange pillars on the left and orange hallway-s on the right, which lead to locked rooms. On the left side, there is a beige-tinted wall and an elevator. The elevator will have a sign that says "OFF", and the elevator is unable to be interacted with by a wanderer as it can only be opened by the elevator itself. The moment one gets into the room, the room will be empty and have lights turned on at the ceiling. At the end of the room, between the pillars, there will be a beige-colored wall. It possesses a button that, when pressed, causes the elevator to produce a high-pitched sound for 1 second, and the sign that says "OFF" will be changed to high-pitched sound for 1 second, and the sign that says "OFF" will be changed to "Working.". On the right side, 10 minutes after the incident, the lights will turn off and the rooms will be opened. The lights will go off, and lots of entities will come out of the elevator. To survive, one must hide in the furniture of the rooms or behind the walls at the end of the hallway. Entities are Hounds, Skin-Stealers, Death Moths, and Lurkers. This is known as an event called the "entity infestation." It lasts for about 25 to 80 minutes. The longer the entities wander around, the faster they look for wanderers. In the rooms, it is advisable to go through the vent systems regularly and switch between rooms. This will prevent the entities from looking around in that same room for some time if they come to the room.
A picture of a room in attendance, presumably during the entity infestation event.
In 10% of the rooms in the hallways, one can find a computer on a table, very similar to the computers on The End. These computers are mostly turned off. If one boots up the computer in the room, the computer will make a 3-second 'bleep' noise that repeats for around 90 seconds. This can be used to distract the entities and lure them into thinking that someone is in that room. Most wanderers escape through the vent system into the next room after booting up the computer and stay there safely while the entities keep searching around in the previous room. However, one should be extremely careful in the process, as the entities immediately go into the room where the sound is playing. If one is not fast enough to get into the vent system, they might get caught by the entities and get killed. The rooms inside Attendance vary in size and decoration, ranging from 10 to 40 square meters. They all have a similar structure and decoration: A painting, two bookshelves next to the door, a wooden table and an office chair, and a vent system on the wall can be used to navigate between rooms. The wooden table mostly contains a few objects, and some might even contain computers similar to the ones on The End, which can be used to distract the entities. When the entity infestation event is over, an alarm sound will play, and the lights in the attendance room will light up again. The entities will be gone, and one must take the elevator to proceed to Part 3: The Windows Inside.
Part 3: The Windows Inside
SURVIVAL DIFFICULTY:
Class 0
- {$one}
- {$two}
- {$three}
A picture of one of the hallways in "The Windows Inside"
The Windows Inside is the third part of Level -90; it is also the safest part of the level. It appears to be a very dark, maze-like office room. The only source of light that The Windows Inside receives comes from windows that can be found on the walls. All of the hallways appear to lead to other hallways or rooms. The hallways vary in size and decoration. Some have beige-colored walls, while others have more orange-tinted walls, just like in Part 1: Waiting Rooms. There are many things one can find in the hallways, such as notebooks, books, lamps, and chairs. Most of the notebooks one can find here are identical to the ones in Part 1: Waiting Rooms and appear to have drawings on them. The Windows Inside has many windows that are found on the walls. Most of the windows are closed and are very bright, transmitting light to almost every spot in this part. The windows appear to produce heat in certain spots of the level, making the atmosphere change its temperature depending on the brightness of the place. In The Windows Inside, there appear to be some dark areas where no windows are present. In these dark areas, there are many items that can be found. Items such as ladders, wire cutters, and flashlights can be found to help on the level. The ladders seem to have no use, but the flashlight can be used to light up darker areas of the level. This is your best option in dark areas because the dark areas can mostly lead to an exit to the next part. The wirecutters could also be used for a future exit. The dark areas mostly contain the same hallways, and while some of the dark areas are almost the same as the lit-up areas, some dark areas contain absolutely no windows or areas nearby. These areas mostly lead to "storage" rooms, which could be used as an exit. The storage rooms are very rare, but they contain items such as electric wires and storage boxes. The boxes are unable to be opened and most likely contain nothing inside them. A common way of exiting is by finding an open window, which leads to The Broken Waiting Rooms. Open windows are very rare and mostly appear near dark areas. Most windows are in high places, so ladders are mostly required to access this exit to the next part. Another common exit is to use the wirecutters to cut the wires in the storage rooms, which will cause an alarm to go off, causing all the open windows in the level to close and all the normal windows to be covered up by curtains. After this event, a secret door inside the walls might open, leading to an open entrance to The Broken Waiting Rooms.
Part 4: The Broken Waiting Rooms
SURVIVAL DIFFICULTY:
Class 3
- {$one}
- {$two}
- {$three}
an image of the waiting rooms in The Broken Waiting Rooms; the photographer presumably escaped the level.
The Broken Waiting Rooms is the fourth part of Level -90, and it highly resembles Waiting Rooms. The Broken Waiting Rooms is completely devoid of entities, though it's highly unstable and unsafe. It appears to be a waiting room in an office with beige and orange-tinted walls and black couches present in the rooms. It possesses some curtains in front of the walls and contains a light on the ceiling that emits a humming buzz almost identical to Level 0. Just like Waiting Rooms, there is a hallway that goes on for 900 meters, and for every 40 meters there are two entrances that a wanderer can find. However, the entrances appear to have been damaged, most likely by the alarm system or other entities. One leads to a room with broken chairs, a lamp, and magazines that appear to be identical to the ones in Waiting Rooms, but the magazines are ripped apart, making their contents unreadable. It also contains a television identical to the ones shown in Waiting Rooms. Unfortunately, all of the channels are static, and it is said that leaving the television turned on for more than 20 minutes will trigger the emergency system alarm. The other entrance leads to a room with a lamp, three drawers, a table, and more broken chairs. It is not advisable to interact with the lamps in any room, as they might activate an alarm system that will break the lamps. The broken glass pieces are capable of injuring one, or in worst cases, the alarm could make objects in the room fall apart. In the cabinets of any room, one might be able to find a key. These keys vary in location and can be found in any room in the hallway. The keys contain a code written on them. If one finds three of these keys, they need to find a room with a computer. Just like waiting rooms, there will be extra entrances. Though, in The Broken Waiting Rooms, the extra entrances have a 5% chance of being found for every entrance, The entrances to The Broken Waiting Rooms have a dining table with nine to fourteen wooden chairs. The food in The Broken Waiting Rooms is mostly unknown and unsafe to eat, as it can cause sickness. It is confirmed that a small portion of the food found in the dining room(s) of The Broken Waiting Rooms is safely consumable. It is the same food that can be found in "waiting rooms," such as almond water, moth jelly, energy drinks, and so on.
A computer can be found at any of the entrances on the hallways that can be used to progress. However, it is advisable to check the computer before using it, as some computers that emit a red fluorescent light from their screens might be fake computers designed to trigger the emergency alarm system. If a computer with a red light starts producing alarm noises, it is advisable to turn it off immediately. If the computer does not emit a red light, it will produce a 'beep' sound and the computer will boot up. It will ask for three codes, each of which can be found on one key. If the codes are right, the computer will open the gate at the end of the hallway.
Image of the broken glass wall and broken furniture at the end of the hallway, after a wanderer interacted with the light switch. The photographer was presumably injured in the process of taking the picture.
At the end of the hallway, in front of a beige-colored wall, there will be a glass wall. On the glass wall, there will be a random painting. Next to the painting, a light switch can be found. If you interact with the light switch, the lights will go off, and 20 seconds later an alarm will be triggered, producing a high-frequency sound that can shatter some of the glass wall, and the broken pieces of glass are capable of injuring wanderers, just like the broken lamps. The alarm can be useful if you stay far away from the glass wall, as it will open 15% of the drawers in all of the entrances. After the alarm sounds are over, the lights will turn on again. On the left side, at the end of the hallway, there will be a closed gate. To open the gate, you must get three keys that could be in any of the cabinets at any entrance. Then, one must find the right computer, such as one that doesn't emit a red fluorescent light, enter the code that can be found on the keys, and the gate will open. The gate leads to an elevator in a hallway, leading one to the next part of the level, Part 5.
Part 5: Broken Reality
SURVIVAL DIFFICULTY:
Class 4
- {$one}
- {$two}
- {$three}
M.E.G. Notice:
This part of Level -90 is highly unknown and difficult to document; the information about it is taken from previous wanderers and travelers notebooks and might not be fully accurate.
A wanderer's drawing of Part 5: Broken Reality
Part 5: Broken Reality 's appearance cannot be defined. It's a mysterious part of Level -90 and the last part of Level -90. Its real appearance is unknown, as this part is seen differently by every wanderer. All that is known about this part is its layout; it appears to be a maze with a high ceiling and many doors. This information is taken from drawings that can be found in notebooks all across Part 5: Broken Reality. Unfortunately, unlike Part 1 and Part 3, all of these notebooks appear to have drawings on them, so these cannot be used. As this part is seen differently by the wanderer, aspects of the surroundings on this part may change, influencing wall colors, textures, objects, and decorations. There are entities; however, one is incapable of seeing these entities, as staying here has an extremely high chance of causing hallucinations. It is said that, when feeling hallucinations, it's a sign that entities are close. It's a warning to get out of where you are and focus. The entites are highly lethal, so it is important to avoid them at all costs. There is one exit to this part. The exit is found by finding a white door on one of the walls, which leads to a random level. This is the only known exit for Level -90, and different interactions with this level may influence which level one is sent to. That being, such as the computer sending one to where it came from, or dreaming about hotels on the couch, can send you to Level 5.
Entities
In Part 1: Waiting Rooms, there is a 90% chance that Smilers will appear in dark rooms. In Part 2—Attendance, there is a high number of dangerous entities. The entities known to appear in attendance are Hounds, Skin-Stealers, Death Moths, and Lurkers, which appear during the Entity Infestation event. In Part 3—The Windows Inside—there are no entities present. In Part 4: The Broken Waiting Rooms, there are no entities; however, there are environmental hazards. Part 5: Broken Reality There are entities; one is, however, incapable of seeing them.
Bases, Outposts and Communities
Due to the nature of this level, bases, outposts or communities are unable to be established.
Entrances And Exits
Entrances
Level -90 can be entered at random by exiting any Level, however there are other known entrances.
- Staying in an office room with a clock for 30 minutes in Level 4 can lead one here.
- Finding a rare room labelled as "Waiting room" on Level -60 can lead one here.
Exits
The only way to exit is to go through the white door in Part 5 - Safe Space?. When escaped, it appears that one may be sent to a random level. However, different interactions with the level can define which level one is getting sent to. That being, such as the computer sending one to where it came from, or dreaming about hotels on the couch can send you to Level 5. There is also a rare event in Part 1 - Attendance where all the lights go out, which has a chance to lead one to Level 307.