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00:08Welcome to Mojo Plays, and we've no-clipped into our worst nightmares and are now fighting
00:13for our lives through the most horrific levels imaginable as we try to escape the backrooms.
00:26Before we continue, be sure to subscribe to our channel and ring the bell to get notified
00:30about our latest videos. Level 0.11
00:43Anyone with even a passing knowledge of the backrooms is familiar with level 0 and its
00:48endless hallways and yellow wallpaper. Level 0.11, or water damage, completely removes that
00:54familiarity and replaces it with a decaying, abandoned version that immediately puts you
00:59in a state of unease. The broken, water-damaged, and dimly lit hallways feel more claustrophobic
01:05than level 0, and the howler entity stalking the halls is far more aggressive. The only way to
01:11escape this level is by finding the four levers scattered throughout, which are also on timers.
01:17So, if you run behind, you must start all over again. The stress of this timed puzzle,
01:23along with the howler's non-stop hunt for you, severely ramps up the tension and horror,
01:29and is the moment when the game truly stops holding your hand and demands you survive on
01:33your own if you can. Overgrowth
01:50If you barely survived level 0.11, overgrowth is water damage on steroids. Everything within this
01:58level is trying to kill you. From the bacteria deposits to fill the air with spores, to the now
02:04multiple howlers actively hunting you at all times, overgrowth significantly ups the stakes of not just
02:10surviving the level, but also psychologically asking how far you would go to survive. In order to escape
02:17the level, you'll need to drag other unconscious wanderers to the death slides and use their bodies to
02:23dismantle the four deadly fans lest you meet the same fate from either the fans or the bone thief.
02:29That's right, the howlers aren't the only threat in overgrowth. The massive layout makes avoiding the
02:35many dangers more difficult, and the morality choice for your survival only adds to the disturbing nature
02:41of overgrowth. Level fun
02:56Don't let the level's name fool you. Level fun is anything but. The brightly lit and colorful level
03:03immediately draws you in with its sense of nostalgia and welcoming atmosphere. But this is by design.
03:10The party aesthetic hides some of the most terrifying entities in the backrooms. The party goers. Level
03:16fun is more about stealth than speed as the party goers are relentless once they spot you, and any
03:22sound, movement, or even looking at them for too long can send multiple party goers descending on you
03:28at once. The playful but distorted music constantly playing in the background further plays into the
03:34cheerful, nostalgia baited level. Contrasting our expectations of our childhood birthday parties
03:39with some of the most downright horrifying encounters in the backrooms. Level fun is terrifying
03:45because it weaponizes our memories against us and uses that to hunt us more effectively.
03:57Level eight cave system
04:05The idea of the backrooms is already scary enough, but ending up on a level that is an entire underground
04:12cave system is downright nightmare fuel. The massive layout combined with twisting pathways, collapsing bridges,
04:19and the almost pitch blackness is enough to make even the most experienced spelunker nervous.
04:25Navigating the winding corridors isn't the only danger either. Hidden within the darkness are the
04:30female death moths and worse, the skin stealers. The death moths can be avoided with careful movements, but the
04:37skin stealers will mimic other humans, a real nightmare during multiplayer. And once they find you, it's a
04:43frantic chase for survival or a brutal end to your escape. Simply even navigating the tunnels can be disorienting,
04:50let alone trying to complete the level's objectives while avoiding the many natural and unnatural dangers can lead to
04:56the many panicked moments of dread and a newfound fear of the dark.
05:12Level Hotel Chase
05:14Whereas the other levels focus on careful and calculated navigation, Hotel Chase is all about sheer blood-pumping adrenaline
05:22with no breathing room. From the moment you're dropped into the level, it's immediately off-putting
05:27and unsettling. The blood-red hallways are incredibly oppressive, and from the moment you hit the switch,
05:33the chase is on. Along with fighting the winding identical hallways and doors randomly popping open
05:38to slow you down, you're constantly on the run from the clump. An amalgamation of limbs and a giant mouth
05:44waiting to devour you whole. The entire experience is sensory overload. The blaring sirens,
05:51the unexpected doors slamming open, the winding paths that can not only be disorienting but also
05:56hide deadly traps, and the constant dread of knowing the clump is directly behind you.
06:01Hotel Chase might be one of the shorter levels, but is by far the most panic-inducing.
06:06Level 7 The Lassophobia
06:15Even looking at this footage makes my heart drop to my stomach. Easily the most terrifying level for me,
06:21the appropriately named level Thalassophobia is an endless ocean with no end and no bottom. As if the
06:28feeling of being hopelessly lost in an endless ocean wasn't bad enough, there's something in the
06:33water with you, and its size is enough to induce another phobia, megalophobia, the fear of large
06:39things. Players need to explore the endless ocean by boat before donning a diving helmet and going under
06:44the waves to find a very specific cave to escape the level. Whereas above the water was bad enough,
06:50the near pitch black underwater section is enough to make some players just give up entirely. The
06:55true terror of the level comes not from the constant threat of the Gigafish, but the sheer primal
07:01hopelessness of being lost in an endless ocean.
07:11Level 5 Terror Hotel
07:21On the surface, Terror Hotel appears too nice and clean to be part of the backrooms, but that's what makes
07:28it so unsettling. Compared to many of the other levels in the backrooms, level 5 is the most normal
07:33until you begin exploring. Sounds of parties and guests echo from behind the walls, and the constant
07:39drain on your sanity meter means there's something in the level with you that you just can't see.
07:45Making your way further into the winding and looping hallways of empty rooms and locked doors
07:50eventually introduces a skin stealer and a hound roaming the hallways, making solving puzzles a constant
07:56exercise in escalating tension. The boiler room provides no reprieve as it is infested with female
08:02deathmaws and the dark cramped environment can become easily confusing. Level 5 perfectly builds tension
08:08and dread with its normal setting before feeding off that paranoia and some of the most terrifying moments
08:14of the game. Level 188 Courtyard of Windows
08:31Another hotel based level, level 188 feeds on our paranoia of isolation. The multi-storied hotel is
08:39filled with hundreds of windows making you feel like you're constantly being watched. Which, as it turns out,
08:44you are. The window entity will move between the many windows, occasionally knocking on them,
08:50and if you get too close, will attack you. You never know which window it's hiding in, the only clue
08:56being the moving curtains, causing you to constantly be on edge and scanning the many windows. The windows
09:02aren't the only threat either. Stalking the hallways is the chaser, a giant multi-limbed entity that gives
09:08chase once it sees you and is much faster than you could ever be. Simply completing the level's
09:14objectives rewards patience and feeds on your paranoia. The atmosphere alone is more unsettling
09:20than any of the entities hiding in the level.
09:30Level 6 Lights Out
09:39Just from a purely atmospheric point of view, level 6 is unmatched by anything else in Escape the Backrooms.
09:46The entire level is in complete darkness with your flashlight only working for the first half of
09:52the level, and the rest, you are in total blackness. The lack of light naturally leads to paranoia with
09:58small sounds echoing all around you and can easily lead you in circles with barely any landmarks to help
10:04guide your way. The darkness forces you to move cautiously and with no light sources, it's all too easy to
10:10imagine or hallucinate things moving in the dark. All this paranoia about something hiding in the dark
10:16proves to be true as you are stalked by the wretch and the only thing keeping it from finding you
10:21immediately is your beeping sonar device. Level 6 is designed to build dread and paranoia and leave you
10:28feeling completely helpless because you are. Level 9 Darkened Suburbs
10:48Suburban areas can already feel strange with their uniformed layouts, but at night they're just downright
10:55unsettling. Everything in the level feels normal and familiar, but also wrong. The many abandoned
11:01homes lining the streets are uncannily realistic, and the thick fog obscuring the streets only adds to
11:06the feeling of unease. And then you encounter the neighborhood watch. This unrealistically tall humanoid
11:13entity stalks the streets and is impossibly fast once it spots you. Hiding inside the houses isn't any
11:20safer as they contain wretches waiting to ambush you. Level 9 has the worst sanity drain of any level of
11:27the back rooms and exploring the streets and houses looking for terminals to escape only exacerbates it.
11:33The neighborhood is unnaturally large, leading to long stretches of confusing backtracking between
11:38moments of sheer terror. Level 9 epitomizes exactly what makes the back room so terrifying,
11:45taking the mundane and twisting it just enough to make it unnatural.
11:55Which level of the back rooms do you think would be the most terrifying and difficult to survive?
12:00Share your survival strategies in the comments. Did you enjoy this video? Check out these other
12:05clips from MojoPlays, and be sure to subscribe and ring the bell to be notified about our latest videos.
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