Level 705
rating: +11+x

Tomorrow's world for the today's people


When wanderers no-clip to Level 705, their entry point is often the bridge, which is the safest point on the level. The length of the bridge connecting the two islands is about 10 kilometers, and the west side is the Underdeveloped Zone and the east side is the Developed Zone.

The presence of fog is constant on the bridge, and it creates a damp and gloomy atmosphere similar to the aftermath of a rainstorm. There is a river under the bridge, but there has been no direct exploration due to its depth. What is known is that it is high in temperature and less buoyant than ordinary bodies of water. Therefore, leaping down to the river is forbidden. Some sections of each zone are linked to this sea, so in Level 705, it's better to avoid sections that contain water, such as rivers and lakes. On the bridge, there is the sound of the waves and the sound of the wind, and of course, because the bridge is above the sea, the temperature is chilly at an average of 7°C.

If wanderers can't tell the direction due to fog, going to the brighter side is the best option, since the brighter side leads to the Developed Zone and the Underdeveloped Zone on the other side is not recommended.



Class 3

  • Developed
  • Hazardous Terrain
  • Variable Entity Count

Level 705 is a level where two islands are connected by a bridge. The Developed Zone is an advanced part of Level 705, which is constantly being improved by the Backrooms Robotics. Level 705 was initially a devastated cityscape, but the remains of several buildings and machines were left in redeemable condition, so we were able to advance them with our technology.


Developed Level 705 is a city that is currently in the renovation process. The level has the same day-night cycle as the Frontrooms, and the temperature is the same as in Eastern Asia in the Frontrooms (average temperature is 12.9℃). The streets are surrounded by several buildings and some amenities, creating an environment similar to Level 11. Since the discovery of this level, the Developed Zone has been steadily increasing in population and technological advancement but has yet to be officially established as a territory for human civilization. The Developed Zone is not large in comparison to the other areas on the level, which allowed us to complete exploration and scouting relatively quickly. The size of the Developed Zone has turned out to be about 75km2.

Level 705 has a distinct seasonal cycle, and the season changes about every three months. The temperature or environment of each season is the same as the Frontrooms in Eastern Asia. The ecosystem changes are also the same as in the Frontrooms (i.e. cherry blossoms in spring, most plants in summer, etc.).

During the renovations of this level, we have divided the territory into 4 sections to monitor progress and change with ease.

Section 1

Section 1 looks similar to the typical city in the Frontrooms, and Section 1 has had the most progress in renovation compared to the rest of Level 705. The renovations for Section 1 have been completed, as numerous hospitals, apartment buildings, roads, and factories have been built in the area. Buildings have been completely furnished as well, with fully functional kitchens, bathrooms, and electrical appliances. Section 1 is the safest area of Level 705, aside from the bridge, and the best place to reside in. Although renovations have been progressing for around 5 years, Section 1 takes up about 5km2. Section 1's base was established 3km from the bridge and consists of about 60 people.


Street of Section 1.

Section 2


Example of an abandoned factory.

Section 2 is similar to Section 1 in the sense that a majority of buildings are available to the public and have some amenities. The only difference with Section 1 is that facilities like factories are currently not in use, as many of them lack the equipment to make them functional or are still being built. Even though the buildings are not currently in use, most have been fully constructed and have stable structures, so they are safe to enter. Another difference is that Section 2 contains a large lake of Almond Water, and pipes, wells, and filters have been made to allow for running water in all buildings in both sections. Section 2 is completely safe to reside in, but, unlike Section 1, most of the buildings are not equipped with electrical appliances, facilities, or furniture.

Section 2 is managed by our second base of 30 people, which can be found near the lake. So before wanderers enter Section 2 and more, wanderers can require some resources, such as water. Because there are no entities, the second base is also responsible for monitoring the surrounding facilities, sometimes collecting information about Sections 3 and 4 from the wanderers.

Section 2 covers an area of about 10km2 and completely surrounds Section 1.

Section 3


Typical Section 3 Building.

Since we at the Backrooms Robotics are primarily focusing on maintaining Section 1 and improving Section 2, Section 3 has yet to be renovated. The streets of the area are often littered with debris and trash, and most buildings, save for one base, are decaying. There are still many buildings that haven’t completely collapsed and remain in shape, but it is advised to stay away from them due to their instability. The most threatening entity in Section 3 is Hounds, which are not common, but wanderers should always consider the possibility of encountering them. The only other entities that have been reported in this area are Smilers, which only appear at night. If traversing this area at night, it is best to use flashlights or any other light sources to avoid encounters with entities. Smilers on Level 705 are unique because they tend to avoid light, unlike Smilers on other levels, which are attracted to light. Section 3's base consists of only about 20 people, built between abandoned buildings, but it is not hard to find because it always emits bright light to prevent Smilers.

Section 3 has an area of about 25km2, which is the second-largest area of the island.

Section 4


Section 4.

If wanderers cross a boundary (because the endpoint of Section 3 is not accurate, the boundaries of Sections 3 and 4 are also not accurate), they can recognize some changes in their surroundings, which means they enter Section 4. Wanderers can see a lot of Facelings wandering the streets. All the buildings are dilapidated, and the streets are filled with rubble and dust.

It's the largest area in the Developed Zone, and at the same time, it's the most dangerous part of Developed Zone. In the morning, there is no other danger than getting attacked by Entity 8 and 10. Every building is breaking down to the point where there's nothing to call a building. Though reports say they found a building in relatively good condition (like the photo shows, the building seemed to tumble down soon), it's always "relatively good," which means it isn't safe.

Lastly, as we referred to above, the Developed Zone is an island, which means wanderers can see the sea at any time they go to the edge of the Developed Zone. It's important to note that the edges are all cliffs, and the ocean is not safe either, as we mentioned above, too. If you enter the Developed Zone by no-clipping, the chance to wake up in Section 4 is more common than in the case of bridges or other sections since Section 4 occupies the largest area (about 40㎢).


As we said above, Sections 1 and 2 have no entities, while Sections 3 and 4 do. Types of entities reported so far are as follows:

  • Entity 10: Skin Stealers (Found mostly in buildings) ,(Only in Section 4).
  • Entity 9: Facelings (No aggression has been recorded), (Only in Section 4).
  • Entity 8: Hounds (Emerge at Sections 3 and 4, but not too common).
  • Entity 3: Smilers (Appear during the night in Section 4).
  • Entity 22: Warning Kites (Wanderers said they appeared when they were near the Section 4, So Entity 22 can also be used as an indication of location).
  • Entity 121: Bone Thieves (There has been no direct friction so far, with one wanderer reporting seeing from afar).

Bases, Outposts, and Communities

Despite there not being any current existing long-term present outposts from notable groups within any of the sections, there are several loose communities that help wanderers present in the level and provide valuable documentation on the environment and its phenomena.

Entrances and Exits


  • Wanderers can find a room filled with various architectural tools in Level 387 and Level 571. There are reports of probabilistic no-clipsing if wanderer stay in the room for a long time. (Wanderers reported to have woken up on bridge)
  • Wanderers can enter Level 705 by no-clipping in the pyramid of Level 400.
  • Wanderers can find an area that is covered in development-related graffiti in Level 714. One wanderer said he realized he was near Section 2 after walking about 10 minutes past this area.


  • Sometimes a tunnel is found at Sections 3 and 4, which leads to Level 605.
  • When no-clipping happens on the bridge, the wanderer will be moved to Level 901.
  • At Section 1, there is a natural park which was built to protect the animals and plants found there. A tunnel made of vines exists here from time to time, which connects to Level 369, or Level 414.
  • The bridge allows wanderers to go to the Underdeveloped Zone (described below), but this is never recommended.

Despite our efforts, many wanderers have fallen into the Underdeveloped Zone by no-clipping. Due to the dangers of the environment and entities, only three explorations had been done. Since all exploration ended up faltering and drones couldn't correct the environment, this document includes a lot of speculation.


Class 5

  • Undeveloped
  • {$two}
  • {$three}


This section is commonly known as the "Underdeveloped Zone" and bears an environment opposite to the Developed Zone.

If wanderers access the Underdeveloped Zone by using the bridge, they will notice their surroundings visually changes.

A list of the reported anomalies to date:

  • The sky turning black and dark.
  • Abnormally loud ocean sounds.
  • The bridge feeling as though it's getting narrower.
  • Talking to oneself without realizing it.

Level 705's Underdeveloped Zone has a totally opposite environment from the Developed Zone. Since all drones used to carry out explorations showed a dark view, it is believed that the Underdeveloped Zone is always night. Direct exploration was conducted only three times, so the temperature of the Undeveloped Zone isn't defined yet, but all recordings said it was extremely cold.

Streets are filled with a huge amount of debris, and there are no buildings that can be thought of as accesible. Because of the lack of natural light, identifying surroundings and avoiding debris without light tools is almost impossible. However, the darkness in underdeveloped areas is less reflective of light, so no matter how strong of a light is used, the distance that can be lit is limited.

In direct exploration, mysterious sounds such as footsteps, muttering in an unidentifiable language, and the cries of wild animals were recorded. In practice, because of the darkness, it isn't uncommon to face Smilers in the Underdeveloped Zone.

So far, about 50 kilometers have been explored, but no matter how far you go, it is considered impossible to find a safe place. So, if you accidentally entered Underdeveloped Zone, find the bridge. Though the Underdeveloped Zone has an extremely harsh environment, escape is as simple as running to the Developed Zone. The strong wind of the level can be used to find the bridge by traveling in the opposite direction that is blows.

Excluding entities and the cold, other risks are less extreme. It's natural that the air is bad because there's a lot of debris, but it's reported that there's no breathing problem. Also, getting hurt from debris can disturb exploration; however, wounds can be treated with common medical tools, and exposure to dust does not cause major problems. To help wanderers's escape, we built three pillars near the bridge. One is about 5km from the bridge, the other is about 3 km, and the last is about 1.5km. If you cannot read the direction of the wind, you should find the pillars. The size of the Underdeveloped Zone has yet to be defined.


Entity 9, Entity 10, and Entity 8 emerge in the Underdeveloped Zone. These entities (save for Smilers) also are also influenced by darkness. So, stopping, holding your breath, and being quiet can prevent you from facing entities. One agent has reported an encounter with a passive Faceling, but there have been no other reports to support their existence in this area.

As with Developed Zone, Smilers tend to ignore lights, so being attacked by Smilers can be prevented by turning on light tools. However, turning them on for a long time can stimulate other entities.

Exits and Entrances

The bridge is used as both an entrance and an exit.


  • A wanderer said he had entered the Underdeveloped Zone by no-clipping while exploring Level 22.
  • Wanderers can enter the Underdeveloped Zone by no-clipping at Level 990 during the flood event.
  • A room filled with construction tools can be found in Level 395. There have been reports that, if wanderers stay in this room long enough, they will be moved to Underdeveloped Zone.


  • No-clipping around a building that has the shape of a relatively normal building can lead wanderers to Level 854.
  • With a very low probability, wanderers can find a sewer entrance covered by debris, which leads to Level 688.

No concrete points of exit have been discovered, so please make sure to pay attention to any abnormal locations, as they may serve as a valuable exit.

If another entrance or exit is discovered, it would be greatly appreciated if you could let us know.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License