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All people who have no-clipped into the Backrooms and take shortcuts that can be regarded as cheating, such as trying to get out at Level 0 through premature noclipping or retracing steps instantly will be sent to You Cheated, for any other occurrences are entirely arbitrary and most likely do not require the wanderer to be cheating.
The most prominent area of You Cheated is what appears to be a claustrophobic, dilapidated electronics storage room, composed of old and defunct technology such as CRT's, Broken down PCs, Fax Machines and Monitors, including other items of the same topic. Wires are usually found dangling from the drop-ceilings, sprawling out from the ground below or rarely properly managed to reduce the appearance of uncleanliness. If one attempts to noclip and manages to do so while in this area, they will be immediately relocated to the Void and not to another level for attempting to cheat again after being held in solitude here.
Once one starts to traverse within this area for a few minutes, they will begin to realize that the structural integrity starts to rapidly deteriorate and target the position that the wanderer is in while they're moving around, typically the walls crumbling in onto them while they enter the expansive hallways of the storage area.
INTERVALS
Intervals
5 MINUTES
After approximately 5 minutes of being in this location, parts of the drop ceiling will start to collapse and fall onto the carpet-floor residing in the main electronic-storage area. Entities will begin to appear anomalously and roam around the location, The person subject to these events, otherwise the cheater, will have a incremental drop in sanity.
10 MINUTES
After approximately 10 minutes of being in this location, more larger parts of the drop ceiling will begin to fall apart and presumably only when the person there is wandering around the area. Walls will begin to crack and crumble slowly. The entities masked by these walls are unveiled and so the same perspective for them as the cheater, allowing them to directly spot and chase the cheater.
20 MINUTES
After approximately 20 minutes within this location, every electronic undergoes an anomalous, spontaneous combustion event where it incidentally explodes in it's entirety and scatters around flaming shrapnel, the fires will proliferate within the area where the electronics are stored and create an area of pure smoke emission, clouding all visibility and inherently suffocating/possibly intoxicating the cheater through the inhalation of various toxic gases and chemicals.
30 MINUTES
At this interval, most wanderers tend to cease from the multitude of dangers being the entities and the other external hazards such as the fire/smoke, it is extremely unlikely anyone gets to Interval 5 with the statements above.
After approximately 30 minutes, if the person manages to stay alive throughout the previous events. All light sources within this location either through mechanical objects or natural will explode, plunging the area into darkness.
This removal of light will cause all the aforementioned fires and smoky areas to become entirely invisible from the loss of contrast, This event is entirely unknowingly occurring to the cheater and acts as a major detriment for their exploration in survivability throughout this location.
The entities that reside within this location have an enhanced sense of where you are, disregarding the lack of light. They will also increase in number.
60 MINUTES
After approximately 60 minutes or 1 hour of residing within this location, a quarter will spontaneously 'generate' within a wanderers innermost hand. Most wanderers are primarily given a sense of an objective being one to insert the quarter into a slot of one of the arcade machines, it is unknown why they are given this sense but it is presumed that it is through a natural occurrence of fluid thought.
Beyond this, entities will not increase yet become entirely aware of where you are at all times instead of your general location as stated within the 30 minute interval, making it exceptionally dangerous for any situation regardless of what one is doing.
One exists....
ZONES
[MAPPING]
> ZONE 1 <
Zone 2, otherwise known as the 'The Electronic Labyrinth' is an entity-varying designated zone of the location 'You Cheated', it resembles a highly neglected storage room with wires hanging out from the drop-ceiling along with random hardware and early 2000s electronics assorted throughout the slightly damp beige carpet properly laid out across the zone.
The level appears to be perceptibly unending as open hallways with empty door-frames painted white interject the wide expanse of carpet, only showing more of the main area. Delving further into Zone 1 appears to be a dead-end as the amount of jumbled up hardware scattered around only increases.
Visibility begins to drop as a faint smoke lowers into the area, drop ceilings begin to fall more regularly and the smell of rusting iron wafts through the air. Further progress leads to a more dimmer section of the Zone as the tools begin to disappear. Which was originally barricaded by the endpoint of the previous point and here.
The carpet soon appears to be dotted with black spots of unknown origins, the paint on the door frames appear more damaged as it seems it been scratched off by something, creaking and skittering can be heard throughout yet it is unconfirmed what the exact cause is with the emission of a revolting smell beyond this point reminiscent of something rotting. Immediately after progressing beyond this, the person doing so will get transported to Zone 2.
> ZONE 2 <
Zone 2, otherwise known as the Hallways is an indeterminably massive labyrinth of curving, narrow white pathways with solid grey marble flooring along with fluorescent light tubes splayed across the corners of the roof tile sequentially. Dark open door frames interject the white walls, leading to nothing but empty rooms shrouded in darkness.
After one travels throughout the hallways for an extended period of time, it will begin to rapidly crumble similar to Zone 1, however, the crumbling is in a more ordered fashion, being from behind them at all times. Forcing them to enter a fight or flight state for survival.
Through running in attempt to evade the crumbling architecture the amount of time expended will result in a pseudo-interval five occurrence, them finding a quarter but no direct guide to an exit, resorting to them having to find one themselves throughout the labyrinth.
Once they do find an exit they will be transported to Zone 3, and interval effects return to normal. If in any case does the wanderer find the quarter before they are given one, upon getting to the next Zone there will be no grace periods and the intervals will occur correspondingly to how they usually do, amping the difficulty for their survival if they do not put a quarter in the arcade machine within the allotted time.
> ZONE 3 <
Zone 3, otherwise known as the Arcade Room is in contrast a non-labyrinthine Zone and instead a massive Arcade room filled with arcade machines of varying design, all displaying glimmering text being that of 'YOU CHEATED'. It is advised not to touch these arcade machines as they will result in the spontaneous death of the person who did so.
The overall layout of the Zone is composite white marble flooring with an odd combination of wooden walls, the ceiling height is accurate to an actual arcade room yet slightly extended vertically. The vertical extensions appear to be for a central construct being that of a 15 foot tall black pole with a rotating pentagonal pyramid flipped up-side down in the shape of a diamond displaying red text also saying 'YOU CHEATED'.
The pentagon-pyramid also has LED-Light tape splayed on it's vertices, shining a glimmering rainbow light, this construct is not rooted into the marble floor and instead black carpet with drawings of confetti, birthday cones and party horns. Attempts to maneuver past the arcade machines and reach the pole have been made and were successful, yet resulted in the wanderer being sent downwards into the level yet upwards numerically, sending them to Zone 4.
> ZONE 4 <
Zone 4, otherwise known as Data Wipe is an enormous white box with a similarly massive TV placed onto the relative front-end of the box, displaying the text "YOU LOST, CAN'T GO BACK!". The zone itself has correlating elements to Zone 1, being a long-con illusive addition to the location as most Wanderers will either not fulfill their original objective and stay on the lower zones or the inherently more clever wanderers proceed, presuming that you must go upwards into the Zones that You Cheated has to escape, carrying the same logical conclusion of the reasons why they ended up in 'You Cheated' originally.
There is nothing else within Data Wipe other than the TV Screen displaying the text, the walls are entirely indestructible and there are no leftover resources or remnants of any other individuals that made it up to the sector, prolonged survival is extremely advised against as any one getting to this zone is not surviving by any means whatsoever. Being an absolute variable in their death as all intervals are nulled the moment they enter Zone 4, combined with all the other properties results in an varying amount of time till one perishes naturally.
ENTITIES
Entities such as, Hounds, Skin-Stealers, Clumps, Partygoers n and Smilers will plague the area after the interval of entity generation begins. There are no sightings of other entities beyond the ones on this list. the gamemasters check on this level from time to time.
COLONIES AND OUTPOSTS
There is no scenario where Colonies and Outposts can be set-up and properly maintained within the location with it's aforementioned properties.
ENTRANCES AND EXITS
ENTRANCES
Intentionally trying to noclip out of the first 5 levels will send one here.
Cheating on any game in Level 3999-B will send one here.
Noclipping through zones outside the normal zone in Level Critical will send one here.
Any attempt to eradicate, erase or obliterate the Backrooms through unknown means will send the perpetrator here.
Attempts to noclip out of The Void will spontaneously relocate said individual here.
Noclipping through a locked door in Level 5000 will send one here.
the gamemasters are capable of sending anyone here.
breaking anything in Level Good Night :) or Press Start
EXITS
Inserting the quarter into an arcade machine will send one to the level they were in before they entered this one.
Finding a wall that has been crumbled or destroyed that leads outside and walking through it will transport you to the barrier.
It is theorized that if you light up the computers/electronics, it will send you to Run For Your Life. It will most likely lead to their death.
As aforementioned, the gamemasters will judge someone on whether they actually cheated or not, if they didn't they will be taken out of the level and to a random level. If said judged individual has not cheated and is a remarkably 'good' person, they will be sent to a random, safe, survival difficulty 0 level that is not Level 0 itself.