The Backrooms--Roleplay discussion

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message 1: by Beetlebug, Head Moderator (last edited May 17, 2022 09:38AM) (new)

Beetlebug (sallyface_guru) | 191 comments Mod
ONLY MODS CAN POST ON INFORMATION TOPICS!!

What Are Objects?
Objects, also known as items or artifacts, are tools, weapons, consumables, and other things used by people in the Backrooms. Many of them follow the rules of normal reality. Others are changed by or affected by the Backrooms, and some are created by (or exclusively found in) the Backrooms. Some of them are dangerous, while others are crucial to your survival. The key difference between an entity and an object is that Entities are alive.

Object List:
Object 1 - "Almond Water"
Object 2 - "Level Key"
Object 3 - "Smiler Repellent" In revision, please wait for this file to update
Object 4 - "Deuclidators"
Object 5 - "Candy"
Object 6 - "The Mirror"
Object 7 - "Memory Jar"
Object 8 - "Lamps"
Object 9 - "Activated Charcoal"
Object 10 - "Scarecrows"
Object 11 - "Memory Juice"
Object 12 - [NO DATA]
Object 13 - "Office Terminals"
Object 14 - "Scarabacks"
Object 15 - "Firesalt"
Object 16 - "Royal Rations"
Object 17 - "Liquid Silence"
Object 18 - "The Phonograph"
Object 19 - "Squirt Gun"
Object 20 - "Rixa Gas"
Object 21 - "Wi-Fi"
Object 22 - "Wayback Machine"
Object 23 - "The Consequential Cube"
Object 24 - "Wall Masks"
Object 25 - "Babel Balm"
Object 26 - "Maiden's Ink"
Object 27 - "Umi's Sweets"
Object 28 - “Lucky O’ Milk”
Object 29 - "Eye Gems" (This article is under rewrite)
Object 30 - "Greasy Marshmallows"
Object 31 - "Ouija Board"
Object 32 - "Reality Fresheners"
Object 33 - [NO DATA]
Object 34 - [NO DATA]
Object 35 - [NO DATA]
Object 36 - [NO DATA]
Object 37 - [NO DATA]
Object 38 - "Red Light White Light"
Object 39 - [NO DATA]
Object 40 - "The Backrooms TCG!"
Object 41 - [NO DATA]
Object 42 - "Lightning In a Bottle"
Object 43 - "Tarot Decks"
Object 44 - "Cashew Water" (This article is under rewrite)
Object 45 - [NO DATA]
Object 46 - [NO DATA]
Object 47 - [NO DATA]
Object 48 - [NO DATA]
Object 49 - [NO DATA]
Object 50 - "Flashspheres"
Object 51 - [NO DATA]
Object 52 - [NO DATA]
Object 53 - [NO DATA]
Object 54 - [NO DATA]
Object 55 - [NO DATA]
Object 56 - “Ultimate Backrooms Cookbook”
Object 57 - The Crimson Map
Object 58 - [NO DATA]
Object 59 - "Prayer Glass"
Object 60 - [NO DATA]
Object 61 - [NO DATA]
Object 62 - [NO DATA]
Object 63 - [NO DATA]
Object 64 - [NO DATA]
Object 65 - "Madison Street Mannequin"
Object 66 - "Leviathan's Tooth"
Object 67 - [NO DATA]
Object 68 - [NO DATA]
Object 69 - "Xenon Marbles"
Object 70 - [NO DATA]
Object 71 - [NO DATA]
Object 72 - [NO DATA]
Object 73 - [NO DATA]
Object 74 - [NO DATA]
Object 75 - [NO DATA]
Object 76 - [NO DATA]
Object 77 - "Involuntarily Portable Radio"
Object 78 - [NO DATA]
Object 79 - [NO DATA]
Object 80 - [NO DATA]
Object 81 - [NO DATA]
Object 82 - [NO DATA]
Object 83 - "Mobile Vacuum Cleaner"
Object 84 - "LiberTV"
Object 85 - [NO DATA]
Object 86 - [NO DATA]
Object 87 - "Worn Sack"
Object 88 - "The Apocrypha Failure Flute"
Object 89 - "Kat"
Object 90 - "Light Wires"
Object 91 - [NO DATA]
Object 92 - [NO DATA]
Object 93 - [NO DATA]
Object 94 - [NO DATA]
Object 95 - [NO DATA]
Object 96 - "Blanche's Gifts"
Object 97 - "The Everything Machine"
Object 98 - "To Those Who've Hollowed"
Object 99 - ⚠️ ACCESS DENIED⚠️


message 2: by Beetlebug, Head Moderator (last edited May 17, 2022 06:30AM) (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 1 - "Almond Water"

Almond Water is the main source of hydration and stability in the Backrooms.

Description:
Almond Water is a substance found in levels across the backrooms. It is a critical source of hydration, and slight nutritional value. It is a sweet almond/vanilla flavored water that can be found in bottles of several different types; Typically without a brand or label on them. Almond Water can be found in clear water bottles, metal water bottles, glass wine bottles, and even cartons. It can be traded for, traded with, and can be used to repel entities and to cure some ailments.

Identifying Almond Water:
The Backrooms can house several liquids, many of them are not safe to drink or even touch. If you are unsure if a liquid is safe to drink, don't drink it and wait until you come across Almond Water. Almond Water has a distinct, albeit faint, smell of vanilla and rose water. It has a subtle taste of sweet, watery almond butter. If it does not exhibit these qualities, and isn't clearly fresh water, avoid it.

On some levels, Almond Water can flow out of pipes or even fountains. However, this is rare. Make sure you properly identify any liquid before you consume it.

Other Uses of Almond Water:
For whatever reason, Almond Water can sometimes treat ailments, including neutralizing the effects of hostile entities. It also can help maintain one's health. Some examples of uses of Almond Water include helping with the symptoms of the "Disease", stopping someone from becoming a Wretch, and possibly saving someone affected by the Splat (Though this is unconfirmed). It can also be used to maintain your focus, especially when facing entities like the Watchers and possibly preventing an encounter with the Beast of Level 5. Lastly, Almond Water can be used to tame some entities, including the Deathmoths and Jerry.

Sources of Almond Water:
The best way to obtain Almond Water is on Level 4, where it is abundant. Here it can be found in water coolers, vending machines, and water fountains. Almond Water can also be found on numerous other levels, including Level 10, Level 11, Level 18, Level 28, and Level 29. It can also be obtained through trading, such as in Level 6.1. Otherwise, Almond Water can be found in many, many levels in the backrooms. The easiest way to tell if Almond Water is nearby, is if people are nearby.

Typical appearance~
4747408846_6186388397_b.jpg


message 3: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 2 - "Level Keys"

Level Keys are mysterious objects that possess the ability to access certain levels through doors.

Description:
Level Keys are rare objects found across the Backrooms. Every level has its own key and there can be multiple keys 'belonging' to one level. Most Level Keys bear a resemblance to 20th century cast-iron keys, however they also contain a unique identifier as to their home level. They can unlock doors within these levels and can also be used to access their home level through doors in other levels. Level Keys function identically to Frontrooms keys, with a few quirks. Much of the inner workings of these strange keys are unknown, and are still undergoing active research by the M.E.G.

Properties:
Interestingly, the most useful property of Level Keys is that they all resonate specific frequencies depending on how many Levels you must travel through in order to arrive at its 'home' Level. It is always the shortest route. Frequencies for each distance is seemingly random for each key type, however it has been theorised that if one could crack the 'prediction code' for a type of level key, one could predict distance based on frequency or vice versa for that key type. Datasets for level navigation far from the Quantum Stable levels are quite valuable and often sought after by expert explorers and wanderers. The M.E.G. has recently discovered that keys from the Frontrooms vibrate incredibly faintly, hinting at some sort of exit. If one could crack the prediction code for the Frontroom keys we could get a hot or cold detector that directs us towards the Frontrooms. This property is currently undergoing extensive research.

Level Keys used for LPSs (Level Positioning System) are broken down into shards for more compact storage and to maximise the amount of LPSs produced per Level Key. However, these shards are unable to open doors.

Small booklets are used in order to triangulate what level you are in. Here is an example from a basic dataset for the first twenty levels on how to utilise Level Keys to find your level location. A dataset is named based on the amount of keys it supports and the corresponding levels. For example a dataset named 5kLPS 0-10-20-30-40-50 means it supports up to five Level Key shards from Level 0, 10, etc…

The most well known property of a Level Key however - and the main function of Level Keys themselves, are its ability to open locked doors within its home level and access its home level through opening the respective door within The Hub. Level Keys are inexplicably linked with their home levels, although to what extent we are unsure.
When held whilst asleep, Level Keys can occasionally induce strange dreams about many different levels, often random. It is assumed this is how {ACCESS DENIED} functions.

Locations:
Level Keys are only found in their respective levels and are often hidden or hard to find, especially in large or infinite levels. They're considered rare items and are bartered for a high price amongst minor groups. Every level has their own Level Keys, though how many per level is currently unknown.

Typical apperance~
f973Weq.jfif


message 4: by Beetlebug, Head Moderator (last edited May 17, 2022 06:38AM) (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 3

This file is undergoing major revisions.
All information presented in this file is out of date, and will be updated shortly.
Thank you for understanding.

Object Number: 3
Location: Various Levels Everywhere
Rarity: Rare
Usage: Critical Irrelevant
Description
Dated Description:
Smiler Repellent is an extremely rare liquid used to help repel the affects of Smilers. Its methods, ingredients, and overall reason for existence is largely unknown. However, due to its unique effects at targeting one of the most dangerous Entities within The Backrooms, it is currently being harvested at all cost. Efforts into this field have resulted largely negligent, due to our primary team being incapable of acquiring Smiler Repellent efficiently. Because of this, agreements have been formed with The Lost in order to help acquire this liquid.

Smiler Repellent itself is a largely transparent liquid not to dissimilar to Almond Water. The composition of the liquid is near impossible to find, and is largely based upon a mixture of Almond Water alongside a few other unknown ingredients. Current efforts with The Lost are being done in order to attempt to find out what ingredients make up the exact composition of Smiler Repellent.

The specific effects of Smiler Repellent revolve largely around how much of the liquid you actually have to use. A small drop of it has been noted to clear the area of Smilers within 20 meters, though the exact measurements vary. Smilers struck with any effects of Smiler Repellent have been noted to appear weaker for extended periods of time. The greatest effect of Smiler Repellent comes from the way it responds to direct contact with Smilers. Should Smiler Repellent come into direct contact with any Smiler, the Smiler will inadvertently disappear from sight, and have never been noted to return to the wanderer.

Revised Description
Following Event A, alongside the proper interpretation of Rune A - EPE-500-SRH, all capabilities and functions of Smiler Repellent have gone stagnant, with no indication of returning. The reasoning for this is largely unknown Following the discovery of additional documentation, The reasoning may be uncovered (see Addenda 2). Currently, the exact method of making Smiler Repellent is understood, and all information can be found below (See Rune A - EPE-500-SRH).

Typical Appearance:
leaf


message 5: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 4 - "Deuclidator"

Description
Deuclidators, also known as Warplooms, are small, mechanical objects originally found in small supply crates on Level 5. Over the course of roughly a year, the B.N.T.G. found a way to reverse-engineer them and is now producing them at a steady rate.

Outwardly, the Deuclidator is a rectangular machine, usually about 0.25 meters in length. It has no obvious screen interfaces or ports, but does contain a small input box, two dials, and one blue button. It has one large exposed wire around its handle and is usually grey in color.

Inwardly, the Deuclidator is a complex machine, with the top half of the box being taken up by several cogs of varying sizes and the bottom half a battery and about 300 loomlike strings, which hold the capacity to vibrate fast enough to cause the Deuclidator's strange effects. Its battery and input box take up about 40 percent of the internal capacity, the cogs and meshes around 30 percent, and the rest is occupied by the loom.

Properties
The Deuclidator has several properties considered unusual and anomalous. It can, of course, warp (or "de-Euclid-ate") surrounding areas, usually up to around 50 meters at maximum charge. The way this appears to the human eye is the surrounding area getting considerably closer without shrinking in size. In reality, the Deuclidator is vibrating one of its strings at the vibrational frequency of each kind of atom (and presumably other types of material), therefore generating immense gravitational force regardless of target materials. The input box has been a growing enigma, especially for the B.N.T.G., as they have had a growing obsession with decoding what exactly is a usable fuel. So far, the most efficient fuel discovered are rhinestones, with copper and rubber being close seconds. Paper is effective but highly inefficient. This is all greatly mysterious as the input box has no known means of consuming the fuel.
Deuclidators are completely neutralized when in proximity of a reality freshener.

Uses
The two dials on the Deuclidator's surface are used to set range and strength. The input box takes in any viable fuel, and the singular button activates and deactivates the machine. Deucidators are obviously useful for travel, considering their ability to cover rough terrain with ease, and fleeing or combat are also very possible with a Deuclidator. If used correctly, a Deuclidator can warp an opponent far into the air or under the ground. However, Deuclidators are heavily monitored in zones with high faction activity due to their powerful properties.

There are an estimated 350 Deuclidators in existence. At least 320 of these have been manufactured.

Note: Extremely common use of a Deuclidator can cause melancholy and nausea. Deuclidators are not recommended for use more than 20 times in a single day, or by those who suffer from seasickness.

~NO PHOTO~


message 6: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 5 - "Candy"
How it came to be:
{Ad from two years prior}
"New B.N.T.G. Product!

Halloween Season is coming up, and we know everyone is excited to trick-or-treat in Level 11! However, we know that it can be difficult for many people to find candy to give out, especially since some brands have been recently discontinued. This is why we have decided to come to your rescue by mass producing bags of individually wrapped candies! You can get them at any B.N.T.G. market in Spawn Town or Trader's Keep at only 5 credits for a 1-pound bag!"

Object Number: 5
Location(s): Obtained from B.N.T.G. traders
Description:
Object 5 is the collective designation of the various types of candy that were manufactured by the B.N.T.G. in October of 2021. Inquiries into how the B.N.T.G. came into the possession of these large amounts of candy have been fruitless, but it has been speculated that they have found a level where candy is a plentiful natural resource. The candy comes individually wrapped inside of 1-pound bags and features a variety of different types, many of which bear similarities to those manufactured by common Frontrooms candy companies such as Hershey and Wrigley. Eating the different types of candy causes minor supernatural effects in the eater which last a couple hours.

Common Types of Candy:

Silver Tongues: Small, tongue-shaped pieces of candy which feel indistinguishable from metal. Melts when put into the user's mouth, but not when heated up by any other mechanism. Makes the user slightly more persuasive than they would be otherwise.

Biting Bullets: Bullet shaped pieces of chocolate in a silver-colored foil wrapper. Very difficult to chew. Users temporarily lose any sense of touch. It does not, however, have any effect on the user's pain receptors.

Guns: These are small, metal, non-functional guns. They do not seem to be traditionally edible, but will, nonetheless, cause an effect when swallowed whole. It is not suggested that wanderers eat these, as they are considered to be a choking hazard. The user's hand temporarily turns into a working gun. This gun will only fire chocolate bullets, which, due to them being made out of chocolate, do not cause very much harm on impact. These chocolate bullets do not share Object 5's irregular properties.

Flat Stanleys: Flat pieces of sugary paper cut in the shape of a person. When placed on the user's tongue, they will quickly dissolve. Causes the user and all items on their person to temporarily become 2-dimensional. When this effect takes hold, the user will be immediately transposed onto the nearest flat surface.

Hazardous Waste: Extremely sour hard-candies styled in the shape of a cylindrical hazardous waste-container. Users have reported dangerous digestive problems after consuming them. The user's saliva becomes extremely corrosive. This property unfortunately affects the mouth as well and can cause severe damage to their teeth and gums after heavy use.

Brainiacs: Pink, sugary wafer-candies printed with sayings such as "2 + 2 = 4", "THE CAPITAL OF TURKEY IS ANKARA", and "E=MC2" Users report feeling significantly smarter in the time after eating, though testing has shown no noticeable change in intelligence.

Almond Mints: O-shaped mints which look similar to Frontrooms Life Savers. Users have reported that they taste like a combination of mint and almond. The user's breath smells very clean afterwards. No other effects.

Picture of 1 pound bag sold for 5 credits~
candy.jpeg


message 7: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 6


Description:
Object 6 is a large, seemingly ordinary wall mirror hung underneath a green exit sign. It is situated in a nondescript room within Level 0, though this room appears to be exceedingly remote and difficult to locate. The object has not been sighted in other levels, and its movement is consistent with the random reshuffling of rooms typical to Level 0.

The mirror is rectangular in shape, with a height of 97.1 inches (246.6cm) and width of 61.9 inches (157.2cm), with a thickness of 0.24 inches (0.61cm). Its surface is uniformly smooth, apart from a small plaque centered on the mirror’s bottom edge.

The plaque reads as follows:

REALITY

1 Cori 13 | 12

The text's meaning stands undeciphered. The link between the text on the plaque and the mirror's properties has yet to be determined.

Properties:
I. Extranormal reflection:
To all viewers, the mirror initially appears and behaves as an ordinary wall mirror. However, its anomalous properties begin to manifest within hours of exposure.

The majority of viewers have claimed that the reflection within the mirror is soon replaced with scenes featuring people, places and objects which are integral to their past lives in the Frontrooms, and fondly remembered. Viewers' homes, neighborhoods, schools, and workplaces are usually featured, as well as loved ones, family members and pets.

Viewers generally assert that the scenes depicted are peaceful and ordinary. All characters, objects and places within scenes behave normally and are accurate to the viewer's memory. Viewers also deny seeing the Backrooms and its unique features appearing within these scenes. Intriguingly, some viewers have even claimed to see deceased family members and pets appearing in scenes, as well as places which no longer exist.

Viewers also describe being unable to interact in any way with the scenes depicted in the mirror. However, they unanimously report seeing a version of themselves incorporated into the scenes at all times. A viewer’s counterpart within the reflection will apparently bear close resemblance to their current age and appearance, but dressed appropriately to the scene.

A minority of viewers do claim that they are physically unable to experience the mirror's unusual properties. For these viewers, the mirror continues to function as a standard wall mirror. Research has suggested that most such individuals were born in the Backrooms, or have lived within them for an extended period.

There are also unverified rumors of entirely different scenes reflected within the mirror. These claims range wildly from scenes set within the Backrooms to scenes set in mythical or fictional places. Research into such rumors is ongoing.

The response to the scenes within the mirror varies greatly. As expected, viewers tend to express wistful, nostalgic emotions. Most break down in tears. Some viewers forcefully (and thus far unsuccessfully) attempt to break through the mirror into the scene itself. Though the recorded responses of viewers are generally consistent with their personality, researchers are investigating the possibility of the mirror exerting an additional psychic effect upon their emotions.

Some viewers do find it emotionally difficult to leave the mirror behind. Most viewers report no serious physical, mental or emotional ill-effects after leaving the mirror. Viewers tend to report feeling wistful and nostalgic for many hours after exposure, but it is assumed that this is a natural emotional response. Many also report feeling calm and relieved, and express a sense of closure at being able to experience a glimpse of reality once again.

All photographic and videographic attempts to document the phenomena exhibited by the mirror have been unsuccessful, as they merely yield images of the mirror reflecting an empty room. Researchers therefore speculate that the illusory effects of the mirror might be hallucinatory.

II. Physical properties:
Under intense scrutiny before and during the manifestation of the mirror's effects, no physical abnormalities or technological enhancements have been found on the object. However, the mirror appears to be impervious to scratches and damage in any form, and the mirror cannot be dislodged from the wall by any means.

Attempting to attack or destroy the mirror is strongly discouraged1 due to the risk of damaging it before its full potential is discovered and harnessed. Furthermore, any such attempt poses a danger to Wanderers, as the mirror appears to react defensively to attacks (refer to the attached Audio Log for details).

It is assumed that the mirror itself is responsible for its effects, and not the room around it. The room in which the mirror is placed is indeed consistent with the appearance and behaviour of Level 0. However, it appears to be Euclidian in nature, and does not change in size and shape while unobserved — similar to the Manila Room.

As an apparent side-effect of the room's stable geometry, no-clipping into or out of the room is not possible. Unfortunately, this makes the object incredibly difficult to locate within the non-Euclidian geometry of Level 0. It also appears to be impossible to no-clip through the mirror itself (or at least — not intentionally. Refer to the attached Audio Log for details).

Research on Object 6 is proceeding slowly because of navigational difficulties. Therefore, The M.E.G. encourages anyone with information of the mirror's origin and function to come forward, particularly if an individual named Cori is involved. Anecdotal evidence from anyone who has encountered the mirror is also greatly appreciated.

Discovery:
Rumours about the object had been circulating among Wanderers for years prior to its official discovery. The object came to the M.E.G.'s attention when speculation began of its potential as an exit from the Backrooms. The M.E.G. officially confirmed the existence of the mirror on 3/24/2021, when it was successfully located by M.E.G. Team 'Troglodyte' of Regiment Track Mappers.

Appearance~
The%20Mirror


message 8: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 7 - "Memory Jars"

Memory Jars are unique jars which can hold memories of the deceased.

Description:
Memory Jars take the appearance of an empty glass jar similar to those in The Frontrooms. They have tight lids that are impossible to take off by normal means. They have two different phases; one is the deactivated phase, where they are just as previously described. In their deactivated phase, they hold no anomalous properties, apart from the lid being impossible to remove. Memory jars are activated when a person holding, or in close proximity to jar dies. When this event happens, the jar fills with "Memories." Once the activation happens, it is possible, and easy to remove the lid.

Memories:
Memories are small glowing orbs that fill up memory jars when they enter their active state. They possess a strange property of floating, causing them to fly to the roof. These memories are physical representations of the memories from the dead person who causes the activation of a Memory Jar. Touching a memory will play it in your mind's eye, as if it had been your own. These memories all share the same color, but depend on the personality of the ex-holder.

~Memory Colors~
Pink Memory
Jars that contain pink memories were held by generally cheerful or optimistic people.
Blue Memory
The polar opposite of pink memory jars, would have been held by people who have a general negative outlook, or have been sad most of their life.
Red Memory
Red memories come from people who had a violent and aggressive personality, or might have done many evil deeds.
Green Memory
Jars with green memories are held by people who were calm and/or lazy.
Purple Memory
A jar with purple memories would have been held by a person who had a timid and shy personality.
Yellow Memory
The opposite of the purple memory, yellow memories would come from brave and outgoing people.
Black Memory
Black memories are unique, as they are held by entities.

Locating Memory Jars:
Memory Jars are most common in The Memory, where many empty jars can be located. The most efficient way to find a Memory Jar is to look for Memoria Rooms, the locations in The Memory where empty Memory Jars can be found. They can also be found on most levels outside of The Memory as well, however they are considerably rarer, with less than 200 reports of locating them outside The Memory. The safest way to obtain a Memory Jar is by trading for one with the B.N.T.G or obtaining one through gambling in Level 5.1.

Uses for Memory Jars
Memory Jars are popular in trading, and some people earn serious amounts of useful resources by selling the Memory Jars of famous individuals. Due to this, Memory Jar collecting is a popular hobby in The Backrooms and is a recommended item for people new to trading. Finding a memory jar on the ground can also be crucial for survival, because the memories inside may alert you to a nearby threat

Appearance of a filled Jar (Pink)~
fantado-wide-mouth-fuchsia-hot-pink-mason-jar-light-w-hanging-cool-white-fairy-led-kit-27_large.jpg?v=1588691875


message 9: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 8

Object Number: 8
Description:
Lamps are a high tech device developed by Backrooms Robotics built with the sole purpose of helping wanderers whenever they wander around The Backrooms. Lamps are sold in bulk to The M.E.G., and are distributed throughout the lower Levels of The Backrooms. Lamps have been noted to have a few prominent features overall, and are largely regarded as helpful to all wanderers in The Backrooms.

Lamps should not be confused with standard lamps which can be found randomly throughout The Backrooms, or else made with electronics. Lamps are specially developed by Backrooms Robotics with the express purpose of being bended by The Backrooms properties. For one, they appear to be capable of movement, despite not being programmed or made to move specifically. They were built with functional legs, and the properties of The Backrooms gave it the capability of moving. This example can be found throughout a majority of the properties of Lamps, which are:

Full capabilities of movement.
Apparent ability of awareness; can perceive events around it.
Will to not be broken
Capability to "see" nearby Entities, and avoid them by pretending to be standard lamps.
Capable of self-defense in cases where its attacked, typically by blinding their attacker.
Lamps have been proven to be only helpful, and are to be trusted by the M.E.G., as well as distributed to wanderers in order to provide light around the numerous Levels.

{NO PICTURE}


message 10: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 9 - "Activated Charcoal"

A bowl of activated charcoal. This tiny amount is worth over fifteen bottles of almond water.

Description:
Activated charcoal is a relatively rare manmade object in the Backrooms. It can only be manufactured and is not found naturally on any level. The process of creating activated charcoal is a lengthy one, meaning only large groups such as the M.E.G. can create activated charcoal en masse.

Creating Activated Charcoal:
Activated charcoal can be created by combining a calcium chloride solution with powdered charcoal. Charcoal can be easily created through burning wood or other plant based flammables. However, calcium chloride requires a more difficult manufacturing process through dissolving limestone/chalk in hydrochloric acid. Limestone can be mined from cave levels such as Level -4.1 or found in more pure forms such as chalk in places like Level 101. Hydrochloric acid can be created by combining salt and sulfuric acid, which is formed by heating up battery acid in car batteries and evaporating the water.

Uses:
Activated charcoal has many uses. Water filters, gas masks, an antidote for general poisons, and a possible method of gas storage. However the expensive process of creating activated charcoal and the lengthy amount of time it takes to produce a relatively small amount (On average, a kilogram per month) means it is a rare and coveted item in the Backrooms.

A bowl of activated charcoal~
5nFyb6L.png


message 11: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 10: Scarecrows

Scarecrows

Notes on the Scarecrows in the Fields
by Eiliyah Azmera of Malt Town

When traversing the wheat fields of Level 10, travelers will often come across large scarecrows that seem to be keeping watch over the field. Like the scarecrows from back home, their bodies are constructed from various styles of clothing wrapped tightly around bundles of hay. They may seem scary at first, standing on large stakes and staring down at you with their burlap or pumpkin heads, swaying occasionally in the wind as if they are alive, but there is nothing to fear. The scarecrows are protectors. They keep peace in the level. They keep us safe.
The Gluffs that wander Level 10 tend to keep the scarecrows at a distance. I don't believe that this is a sign of fear, but rather a sign of respect, and we too should treat the scarecrows with respect and treat the land with respect as well, for bad luck will befall you if you don't. The scarecrows allow us to live on their land, but we must ask for permission first and give them an offering. I would suggest making a plate of food and placing it at the foot of the scarecrow if you ever decide to live on the land occupied by one. When you do this, return the next day to collect the plate, and you will find everything you provided to it having been eaten. You need only to perform this ritual a single time, but I would recommend repeating it from time to time. You must also respect the land. You may farm on it, but always replant anything you sow.

In my experience of living in this level for many years, I have come to believe that each scarecrow contains within them the soul of a wanderer who has passed away on the level. To explain what led me to this conclusion, I will tell you a story.

Once, several years ago, I was walking through the outer field, feeling completely hopeless. I was still mourning the death of my sister, Aasira, still trying to figure out how to move on from her passing, when I saw her, a scarecrow wearing the tattered jean jacket that Aasira used to wear, complete with the Nirvana patch that our grandma got her for her birthday way back then. I knew it was her. Not just from the jacket, but I could feel it was her, like I could see her behind the button eyes on the burlap sack face. It was comforting to see that my sister, or a part of her, was still with us, and I couldn't help but hug her. She couldn't hug me back, but I almost felt like I could sense her energy calming me.

I slept underneath her watchful eye that night, and in the morning, I knew that I had to go, so I told her I loved her and promised to visit again.

As I walked away, I could almost hear two simple words singing in the wind.

"Thank you."

{NO PICTURE}
{NO OTHER DEFINITION/INFORMATION}


message 12: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 11 - "Memory Juice"

Description:
Memory Juice is a drug that is often traded for at a high value in the Backrooms, typically in secrecy. It is made from boiling crushed Wormlings in water or Almond Water. It is consumed to reduce stress, and gives a calming sensation to the user. It is highly addictive, and dangerous if not produced properly.

Recipe:
Wormlings can be found in several locations across the Backrooms, but are most common in moist rotten areas. Be careful if you intend to collect them, several bites from a large number of them can induce total amnesia.

For one serving:

1lb (16 oz) crushed Wormling, about 4-6 individual
4 oz Water/Almond Water
Container for boiling
Fire
A piece of cloth (to use as a sieve)
1. (WEARING GLOVES) Crush the Wormlings until the venom pops out of their pharynx. Crush further until almost totally liquefied.

2. To your boiling-safe container, add the liquid and crushed Wormlings (roughly 1 part water/almond water to 3 parts crushed Wormling)

3. Heat the liquid until boiling, boil until it smells like tobacco. If you want a stronger product, boil for less time. Over-boiling will reduce the effects and value but under-boiling may result in memory loss.

4. Once cooled, pour the liquid into the sieve, and squeeze it to strain out the juices from the chunks of Wormling. Discard the chunks.

5. Bottle the Memory Juice

Effects:
When properly boiled, Memory Juice induces a calming effect on the user, with side effects similar to marijuana or alcohol. This includes cloudy-headedness, calmness, acceptance of the current situation, stress relief, and lower heart-rate. However, this substance is extremely addictive. Typically after the first 1-2 uses, the effects of withdrawal will take place after a few days without using Memory Juice. Symptoms of withdrawal are general tiredness, stress, irritability, increased blood pressure, and fainting.

Most deaths that are caused by Memory Juice addiction result in more deadly doses of the drug, including boiling it for less and less time. Consuming raw Memory Juice will result in total removal of all memories, rendering the user only able to walk, breathe, and eat. They will become a Wretch within hours. Some users will resort to eating whole live Wormlings, resulting in the same results.

Construction of a rehabilitation center for those addicted to Memory Juice is being heavily considered by the B.N.T.G.

A pure, high quality jar of Memory Juice. This amount of product could trade for 20 bottles of Almond Water from some traders~
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message 13: by Beetlebug, Head Moderator (new)

Beetlebug (sallyface_guru) | 191 comments Mod
Object 13 - "Office Terminals"

Description
Object 13 is a computer terminal that can occasionally be found within Level 4. If the power button is pushed, the computer will turn on and a chat session will begin, connected to all other Object 13 terminals. As of writing, no two people who have used an Object 13 terminal have been able to find each other within the backrooms, so it is possible that the entire chat is a facade created by the computer. Whether real or not, talking within the chat can gain valuable information to help you survive, as long as whoever you're talking to isn't being unhelpful or trying to trick you.

Although the terminals can be fairly heavy, they can be brought with you by unplugging them and re-plugging them into other outlets. Shopping carts can be brought into Level 4 from Level 176; anything that makes it easier to carry a terminal around is good.

A number of people have managed to take a terminal out of Level 4 and into other levels, although this is only useful in places where there are outlets. The terminals still work and connect to the chat room even when in other levels.

Chat Functionality
The chat system behaves as a rudimentary text channel. When you first turn on the computer, you are asked to enter a username for yourself. This name will appear beside your messages in the chat and it will be bound to you. Whenever you access a terminal, even a new terminal, you will have that name. So don't choose something dumb.

There is only a single chat room available and there is no private messaging system. The chat usually has between five and fifteen people at once. There are chat "moderators" that exist to remove people who spam in the text chat. We're not sure what they are, but they definitely aren't human. The moderators seem to exist somewhere within the backrooms outside the computers, but we aren't sure where or how. In the text chat, moderators have blue names. They only show up rarely.

Discovery
Object 13 had been rumored to exist for some time, but it wasn't definitive until a user took the above photograph and screencapped a chat log.

Object 13~
object13.jpg


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