The Backrooms UpdateWiki for 3.0.0

The dimension

Refuges

Not everything in The Remembering wants you lost. Some rooms are places to breathe.

Refuges#

Refuges are safe rooms: fifteen by fifteen blocks, yellow-carpeted, lit, furnished, with chests. Inside one your insanity falls instead of rising. There are five kinds: the lounge, the kitchen, the workshop, the garden and the storage room.

  • Every floor from the top of the overworld floors down through the End floors has at least one guaranteed refuge in every 256 by 256 region.
  • More refuges turn up in groups on the overworld, Nether and End floors, stacked three floors apart.
  • The geometric level has its own deep refuges, in clearings in the math.
  • Refuge jukeboxes play vanilla discs now and then (13, cat, far, mall, mellohi or chirp), resting four to eight minutes between discs.
  • /backrooms locate refuge finds the nearest one.

So refuges are common: half the time the nearest one on your floor is within about 80 blocks in a straight line.

A workshop refuge, with its two doorways out.
A workshop refuge, with its two doorways out.

Calm spots

Insanity is calm in refuges, in remembered rooms and misremembered places, in the geometric level's deep refuges and landmarks, and within a few blocks of an open Gateway.

Remembered rooms#

Remembered rooms turn up on many floors. Each remembers one part of the game, with one detail wrong:

FloorsRooms
Overworld floorsThe first night, the farm, the mine, the village square, the enchanting room, the seabed
Nether floorsThe Nether portal, the fortress crossing
End floorsThe End portal room, the dragon's perch

Misremembered places#

Misremembered places are chambers that hold a whole vanilla structure, loaded from the game itself and remembered wrong: blocks swapped for slabs, parts twisted, pieces missing, some Memarium, all water and lava drained. Large ones hold bigger structures; the Nether and End floors have their own.

  • The vanilla blocks inside are not copies: they break and drop like normal blocks.
  • The first chest you open in one sometimes makes a quiet mob sound.
  • /backrooms locatepoi finds the nearest misremembered place or remembered room.

What is in the chests#

Room chests and barrels in The Remembering hold food, light, paper and string, iron and copper ingots, ladders and the odd iron tool. Rarer finds:

  • An enchanted book with one of the four Remembering enchantments: Keeping, Stillness, Slow Fall or Curse of Fading. Apart from the odd enchanted book in a Buried Works archive, they are found nowhere else.
  • A Potion of Sanity, or a Splash Potion of Insanity.
  • Raw Memarium, a disc fragment.
  • A Remembered Upgrade template: 9% per chest in remembered rooms and in the refuges that come in groups.
  • Iron, a block of iron, copper, redstone, levers and redstone torches, and crafting tables: everything you need to build a door out.

Loot barrels always stand against a wall, corners first, lid facing into the room: never out in the open, in a doorway, in a one-wide hall or next to a stair.