Level 182 - "Rooftop Run"
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Class 3

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A clear view of the infinite plane of buildings, seen from the window of a building close the centre of this level.


A smaller sample of the countless buildings in Level 182.


Level 182 presents itself as an infinite city, one of a greater density than Level 11. The buildings themselves are often rather tall, being no less than seven storeys tall in the more distant areas away from the level's centre. The buildings themselves are extremely reminiscent of buildings from USA cityscapes, particularly that of the Manhattan area of New York City.1 These structures are, much like their prototypes, built out of firmly cemented concrete, brick, and glass formations, and have clear floors on every storey.

As previously described, Level 182 is an infinite level, however, it does have a distinct "middle" area, which is where all arriving travellers arrive nearby to. The central area, in comparison to the rest of the less built-up cityscape which is built in a traditional American block arrangements, has extremely dense and packed together buildings which extend up to the heights of skyscrapers. The roads, from what can be seen, begin to thin when getting closer the exact centre of Level 182, gradually shrinking to the point where the streets between the tallest buildings are non-existent, causing the skyscrapers to somewhat push against each other, given the signs of chipped paint and cracked bricks on these paired up buildings.

Despite mostly lacking non-Euclidean structures, as well as an absence of any recognisable real-world landmarks, Level 182's geography is exceptionally similar to that of Level 11. Almost to the point that at its initial discovery, Level 182 was believed to just be the aforementioned level. However, key differences between Level 182 and Level 11 were discovered which allowed the M.E.G. to recognise the differences between the two scapes.


Another image of Level 182, pictured with a singular rooftop and a single access stairway that leads inside of it.


A wide shot of hundreds of buildings.

Whilst Level 182 may present itself as fully traversable cityscape, the only accessible and interactable areas of it are the rooftops of each of the buildings, as well as a few floors of each of the buildings.

The rooftops of the buildings themselves, depending on the overall use(s) the building itself would've fulfilled should it have been in a real city, will be extremely detailed and "lived in", possessing numerous details such as air vents, roof access for elevators and stairs, pipes, wires, satellites, ariels, litter, and in some rare cases, even small water towers or solar panels. Whilst none of these items show outright abandonment, objects such as the elevators, satellites, and solar panels are always and permanently deactivated unless rigged up to outside power sources, especially considering that the pipes and wires within Level 182 carry no fluid/gas or electricity respectively.

As with cities in The Frontrooms, the rooftops are all at varying heights, meaning individuals will need to use fire escapes or window ledges to be able to traverse from building to building, which—as one would expect—require a level of agility to be able to properly utilise. This is especially true when needing to cross from buildings on one street to the other, at which point careful planning must be enacted when determining when, how, or even if to jump or otherwise manouvre from one side to the other.


The sparse furnishings that the buildings in Level 182 may look like on the inside.


A display of the lack of decoration that the lower floors of Level 182 showcase.

Alternatively, travel through Level 182 can be achieved through the various indoor spaces that exist within each and every building. These spaces can be accessed extremely easy, mostly via stair access found on every single rooftop, as well as by opening windows on fire escape staircases on the buildings that have said fire escapes easily reachable.

Each of these buildings, despite having euclidian geometry that matches the exterior dimensions of the building, are incredibly sparsely decorated,2 usually having no more than basic and essential furniture for the type of building they're for. Examples being empty bed frames and desks for bedrooms, kitchen counters lacking actual appliances, office cubicles without equipment, and multi-storey car parks without any vehicles. However, this decoration is only present within the upper floors of each building.3

The further down the floors within a building an individual goes down, the furnishings within said building will begin to dwindle. Progressively, the essential furniture will begin to decrease, starting with the largest objects and progressively deminishing until no form of furniture or general decoration remains. This transition, depending on the height of the building, will usually happen across three to five storeys before all subsequent floors will become completely empty and devoid of furniture. The remaining few floors after the rooms are completely empty4 will begin to show non-clippable walls, such as being able to phase through the walls and floor,5 as well as a lack of any interior walls. Eventually, all geometry inside of the floors towards the final three floors will lose any form of euclidian malleability, and those that descend to the lowermost floors will phase through the floors until reaching the bottom.6

These buildings are oftentimes connected together via doors, allowing for an easier alternative to traversing this level than the rooftops. However, not only are these doors rather sparse and do not connect every building to each other—and easy to confuse with a door that leads to another level—but the differing heights of each building means that these doors can potentially open to the more environmentally dangerous floors of the other buildings. Which can, and has on prior occasion, caused people to immediately fall and clip through the floor when passing through from one building to another.


The thin streets of Level 182.

Although a lot sparser than the buildings, Level 182's roads are a constant, existing throughout all of the level itself. These roads, unlike in actual cities, never have more than two total lanes, only allowing for one lane of traffic in either direction. However, the lack of cars and trucks on these streets means that the lack of space for traffic is not an issue to any hypothetical commute.

The roads, in addition to the lack of cars, are practically completely bare of any decorations, people, markings, or even items along the sidewalk. With the exception of postboxes,7 traffic lights, occasional signs, electrical maintenance boxes, and occasionally bus stops, the streets of Level 182 are practically baron and empty.

As to be expected from a level such as this, falling off of the sides of buildings, or falling from missing jumps during traversal, is a common and unfortunately likely occurance. Much like the lowermost floors of the buildings inside this level, the streets—as well all its furnishings—are all made of non-clippable matter. Meaning, should one be unlucky enough to, those who fall off of buildings will fall directly through the floor, instead of colliding against it like one may expect. Whilst this may be seen as a saviour from death, no individual who has fallen off of the side of these structures has returned from the ordeal. It is unknown if individuals who fall die regardless, end up elsewhere in The Backrooms, or just enter a different section of this level entirely. All attempts to figure out and confirm/deny any theories have not been successful, and it is heavily encouraged that people do not attempt for themselves to find out.


A capture of the very centre of Level 182.


A tighter clump of easily traversable rooftops and balconies that begin to build towards the centre area of Level 182.

As briefly glossed over at the start of the article, Level 182, whilst infinite, does contain a "centre" or "middle" area to it. At this area, which is approximately 20-30 buildings wide from end to end, is a square area where the buildings begin to become taller, as well as more packed together. The height of the buildings stretches from the previous minimum of seven storeys to a new minimum of at least seventeen. These buildings are mostly of the same identical design to the shorter townhouses and brick structures that are common in the rest of the level, just stretched to impossible and impractical heights. However, modern glass skyscrapers begin to become more common and apparent within this middle area. These buildings, unlike the brick and concrete constructed ones, are not built to heights not seen in reality, and take on a more standard and "conventional" appearance.

These buildings are packed into even tighter spaces within this area, even moreso than what can be seen in the rest of the level. The following of standard "blocks" begins to dwindle the closer one gets to the epicentre, with buildings occasionally having nothing more than small alleyways of pavement to connect up the spaces between them. However, as is more often the case, the buildings will be paired up directly against one another. The buildings right in the middle of this level, which only consititutes for around ten or so structures, are packed together so tightly to the point that the buildings are believed to be pushing against each other. The buildings in the direct epicentre have been measured with spirit levels to be slightly uneven to the ground, moreso than the other structures usually are. As well as this, these structures display chipped paint on the exteriors, cracked windows, broken brickwork, and other slight signs of stress on each of their walls.

This condensing of buildings also condenses the roads themselves, which begin to thin into single lane roads, before then shifting into becoming either entirely tarmac or pavement. The condensing of the buildings—as well as the thinning of the streets—would, at least without the presence of entities,8 creates an easier method of traversal, removing the need to jump between streets or small gaps between buildings and risking demise in the process. However, as mentioned above, entities in Level 182 permit this seemingly easy traversal from being easy.

Bases, Outposts and Communities

Whilst initially seemingly livable, especially due to the sparse decoration in the upper floors of the buildings containing supplies, there are no bases, outposts, or communities in this level due to its entities. Though groups have tried in the past, such as the Masked Maidens, M.E.G, U.E.C, and even the F.T.B, all groups have ultimately failed to set up permanent habitation due to this levels entities.

The Runners

Whilst containing a smattering of the more "usual" entities, such as Clumps, Hounds, Facelings, Skin Stealers, as well as Wretches, Level 182 is also home to an entirely unique entity that is not only native exclusively to Level 1829 known as "The Runners."

The Runners are, as was described prior, are the native entity that inhabits Level 182. These entities are humanoid in appearance, and have a simplistic and genderless body frame entirely coated in a matte black. These creatures, by in large, are similar to that of a basic human silhouette, lacking any form of identifyable clothing, hair, or even differing facial features when their figures are viewed from the side.

The "skin" of these entities, or at least what can be considered as skin, is incredibly dense and oily. Its texture, despite its thickness, is extremely watery, and is easy to leave grease-like residues on any walls, floors, or general surfaces and items that The Runners have interacted with. This makes the entities relatively easier to track, or more in a more likely scenario, know which routes to avoid if the oil looks fresh. In said "fresh" states, the oily substance is slippy and thin, which is the natural state it is in when attached to The Runners.

It is unknown if this oily substance is the sole material that makes up their entire form, or if it is instead just the surface layer of a deeper biology. As this substance is so often left around on this level, samples of it have been taken by The M.E.G,10 though a complete lack in any analysis tools and equipment permits any form of identification on what the substance itself. From the few examinations that have been done, however, the substance is of an organic and cellular nature, and is theorised to not possess any cell division abilities due to the decaying that the compound displays, which transpires over the course of approximately four days before practically evaporating into air.

Due to this oily surface, however, Runners are incredibly well adapted to traversal of Level 182. Their slick bodies allow them to easily weave between, as well as push aside, any objects on the rooftops, slide down the sides of buildings, and overall increase their maneuverability in jumps, slides, rolls, and other advanced methods of quick travel from rooftop to rooftop. Runners will use the above mentioned maneuvers to either give chase to or ambush wanderers in groups of around five to six Runners, and due to their knowledge of parkour-based travel and quick agility, are almost guaranteed to catch up to any wanderer they spot.

When the group of Runners do eventually catch up to an individual, they are swift to execute, usually being able to eliminate wanderers by tripping them, punching them, or using the sides of their bodies to push their prey into solid objects. Usually, especially if their target is in motion, these singular attacks done by the entities are fatal. Whether they be because of the blunt force trauma, or hitting ones head on something sharp or hard, or even being knocked off of a building entirely.

From survivor accounts,11 knocking individuals off of rooftops is the most preferred way of elimination that The Runners indulge in, and if their target is not killed in this fashion, then the entities are frequently witnessed tossing bodies off of the edge of rooftops regardless. For this reason, it is believed that Runners hunt exclusively for sport, and as such should be especially avoided, moreso than the more common entities found in Level 182 due to the fact that distractions with other food—or indeed any distractions at all—will prove fruitless due to the motivations of the entities.

Should one believe themselves to be in persuit from a runner, one's best

Entrances And Exits


Level 182 is accessible from a small plethora of levels, with each exit being relatively numerous in every level listed below.


Level 182's exits, at least for the ones that have been discovered, are all located either within certain anomalously designed rooms, recognisably obscure doors, or rooms of a certain layout that can lead to other levels. Certains patterns have been documented between what rooms/doors lead to what levels, which are listed below:

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