Level -2
rating: 0+x


Class 4

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The Pool with the garage doors.

Level 289 is the 290th Level of the Backrooms. This Level consists of four different sub-areas, but we suspect that it may go deeper.


Level 289 is a generally dangerous place which houses several undocumented, hostile Entities. The Level possesses an inexplicable effect that draws Wanderers into it, luring them into it via a strange and unexplainable desire to enter it. This effect occurs only when Wanderers are close to an entrance near Level 289. Wanderers are advised to ignore this feeling at all costs. There are four known main areas in Level 289, all of which are drastically different from each other.

The Pool:

The first area of Level 289 is known as The Pool. This area is a large, unfinished basement which is flooded with Almond Water. Wooden scaffolding can be found throughout the level, along with pipes, vents, and bright orange lightbulbs, all of which can be found on an unfinished ceiling. Uncovered wires can be found hanging out of numerous parts in the Level, so Wanderers are advised to exert caution when travelling through Level 289 to prevent unwanted electrocution.

Whilst Almond Water is usually safe for consumption, the water in Level 289 is unsafe to drink due to the high concentration of iron, dirt, and harmful bacteria that it contains which cause the water to appear murky and cloudy. Large garage-like doors can also be spotted throughout certain halls of The Pool, but it is uncommon. An oddity has been documented where wanderers will suddenly teleport to a different hall of the Pool upon exiting — nothing else that is noteworthy has been discovered as of yet, though. Other than flooded boxes of loose supplies, nothing of value has been found in the rooms yet either. The halls of what has been observed of Level 289 always form right angles and have never been seen to make rounded turns. They are also very narrow, which may cause distress to explorers with claustrophobia.

The depth of Level 289's pool can vary from shallow to extremely deep due to irregularities in the floor, so Wanderers are heavily advised to exercise caution when travelling in corridors where the depth is uncertain. The light in Level 289 acts as a safe place, as the darker portions of the area Wanderers will experience a lot of fear and paranoia. This has occurred even when the Wanderer was extremely calm beforehand. The Pool itself has been given an unknown class for the time being due to a number of anomalies which have occurred in the Level, though their frequency is still being researched. One of the events is when all of the Level’s lights suddenly go out, making the Level pitch black. Wanderers who have experienced said events have consistently reported a spontaneous feeling of dread and paranoia while the lights are out. Another anomaly has occurred where the water of The Pool seems to temporarily gain a mind of its own and start to move. During this event, the water has been noted to directly attempt to communicate with the Wanderer through little spouts of water, raising the theory of sentience. Research is still ongoing to confirm this possibility.

When moving on to the next area, the halls will slowly conjoin with the other area as the flooded pathways slowly transform into the Blue Halls. Once in, returning to The Pool directly is impossible.


[UPDATE: We finally have an Entry for Screamers here: Entity 23.]

[UPDATE: Well, the link seems to not exist at the current moment. Please wait while we fix this issue as soon as possible.]

Screamers are a species of tall, humanoid beings that have no facial features besides nostrils and a large mouth, which it uses to scream at Wanderers and incapacitate them. These screams seem to only be heard by the victims chosen. It is reported that the screams have an effect of rapidly rewinding a Wanderers previous movements to where they once were minutes or even hours ago. It is unknown whether or not this Entity has benevolent intentions.

The Hall of Dull Flames:


The Hall of Dull Flames.

The Hall of Dull Flames are a large expanse of halls with stained baby blue concrete walls, and white carpet which is equally as stained. However, the entire area is covered in a dark blue glow from the lanterns on the wall, containing candles with a blue flame. The color of the halls seems to change its blue hue at random intervals to create different shades of blue. The halls themselves curve and turn in a circular manner. Fluorescent lights are present but not activated.

[UPDATE: We now have a better description of the surroundings in The Hall of Dull Flames!]

The structure of this area represents a large, Victorian era mansion with long, smooth halls, completely covered in blue light. Pillars and floral constructs can be found within this area, as well as many paintings of people that seem to originate from the 1600's.

Reports of various strange sounds have been heard within The Hall of Dull Flames. The most infamous of these is the distorted piano that can be heard playing in the distance. The piano plays a vast array of music: anything from Mozart to Tip-Toe Through the Tulips. Skin-Stealers and Screamers are fairly common within these halls, but it seems that they are the only Entities that have been seen to appear in The Hall of Dull Flames. It is quite possible more could be found.

The lights of the halls have a rare chance of turning red. This event causes any wanderers who travel deeper into the hallways to slowly fade out of reality until eventually becoming inexistent. It suggested that Wanderers cease all movement if caught in the red lights, as the Entities seem to freeze once spotted by the red lights. Please be cautious within The Hall of Dull Flames when it turns red.

It seems that only entrances to Level 725 can be found within this area. Luckily, entrances to Level 725 are fairly common in this area, and it is suggested that Wanderers enter them immediately.

The Abyss:


The Abyss.

The Abyss is the third area of Level 289. It consists of a large expanse of void. There is a floor, however, so it is able to be traversed. The Abyss seems to be as bright as daylight, despite the surroundings being a pitch black void. However, there are areas that seem to go into darkness, which create the immense fear effect mentioned previously. You can determine this from the shadows on your own body. In The Abyss and areas above, various shafts can rarely be found which all lead back to The Pool.

Despite being mostly empty, the area does have a few random structures scattered all over the place, oddly made up entirely from kitchen utensils. Various examples of this include patches of kitchen floor tiles and countertops, with various items scattered around it, and various utensils such as: mixers and fridges seen stranded alone in The Abyss, to large piles of them. An immense ticking noise can be heard throughout the area, but it is distant and quiet. No entities have been reported in this area so far, and for the most part, this area is fairly safe. This is where exploration is mostly halted, as most wanderers find an exit to Level 725 at this point. The areas beyond the abyss are, as a result, largely undocumented.

The Kafkaesque Maze:


The Kafkaesque Maze.

This area is a large maze of hedges with purple leaves. The sky is blue and cloudy, and the ground consists of purple grass. This area hasn't been explored as much, but some oddities have been reported. such as various statues made from leaves or stone depicting various clocks. Nothing else is known about this area. A few different pedestals for statues have been found, but there are no statues on top of them. The only oddity with these is that each of those empty pedestals have a bronze placard, reading "The Shavic".

Few reports have mentioned that a fifth area exists, that was described as a "Hotel Lobby". However, it is a possibility that this is a different Level. Not much information is known, as Wanderers that have entered it can't seem to describe the area any fur— But you're not supposed to be here. You are very far from where you came from, aren't you?

Bases, Communities And Outposts

It is fairly difficult to create a group within Level 289, but The M.E.G. are quickly trying to find a way to set up a base in The Abyss.

Entrances And Exits:

  • To enter, No-Clipping in any Level has a miniscule chance of taking you to Level 289.
  • Entering one of the doors in Level 287 has a chance of sending you to Level 289.
  • Clipping through a yellow wall in Level 13 will lead to Level 289.
  • Damaged doors in Level 19 can lead to this Level.
  • Finding a junction room in Level 34 has a chance to take you to Level 289.
  • Falling asleep in Level 37 will bring you to Level 289.

[NOTE: Huh. Wasn't Level 14 a… I can't remember, but I know it wasn't this 'Paradise'. Are you guys sure we have the right Level here?]

  • To exit, there seems to be a set of stairs that leads to Paradise.
  • In all areas above The Pool, you can find entrances to Level 725.
  • Walking across The Abyss can sometimes take you to Level 64 if you're not careful.


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M.E.G. - Bettering Humanity

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