The Backrooms: Convergence Wiki
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Martin-emborg-echo-bigdoor
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Sd-hexagon
Survival Difficulty: Class Undetermined
»⠀Mysterious Properties
»⠀Unknown Information
»⠀Undocumented Entities

Martin-emborg-echo-bigdoor

A monolithic gate with an intricate design seen before accessing the level.

Martin-emborg-echo-bigdoor

Description

The Hallowed Gate is an elusive, recently discovered level suspended within the Void[1]—although not believed to be the original location. It appears as a monolithic gate with grandeur design, made of pure gold and marble. Despite being made of precious materials which are relatively weak, the gate is somehow impervious to any means of breaching. However, it is believed that one could open it with the legendary Key of Salvation, or otherwise be allowed entry if they are deemed "worthy". However, if the wanderer does not meet either of these criteria, the monolithic gate will forcefully eject them.

Within the gate is a pristine spacious level of intricate and grandeur design, resembling Baroque architecture. Like the gate, its structure is composed purely of marble, gold, and other valuable materials, though it is anomalously durable despite the fragility of such materials in the Frontrooms. Its ambient temperature is below 22°C, but some places are cooler, and temperature-regulating gear is recommended for travel.

This level contains a vast series of rooms which are repetitive and improbably spacious. Traveling in groups to prevent fellow wanderers from getting lost is highly advised. The doors within the level are similar in design to the Hallowed Gate itself, but much smaller in comparison. While within this level, wanderers may experience mixed feelings of wonder and unease, as if being observed. Technology is also prone to malfunction.

Despite seeming pristine and empty, there is another side to this level. Lingering for too long, going somewhere you may not belong, or simply being unwelcome will activate the Blackout Cycle (see "Blackout Cycle patterns & research analysis" for further details). Very few wanderers have successfully entered this level, and even fewer have made it out alive to tell the tale. Thus, the information regarding this level is scarce thus far. However, despite its dangers and unpredictability, there are many artifacts and data to be extracted, making the exploration of this level a high risk with a possibly high reward.

Hallowed Gate Sub-Levels Exploration

Hallowed Gate 1

Sub-Levels of the Hallowed Gate.

Hallowed Gate 1

"This place is fascinating and rich with beauty. But I can't say the same for the entities living here."

- An anonymous wanderer’s burnt journal.

Given that the full extent of this level has yet to be documented, there may very well be more noteworthy locations discovered in the future. Currently, seven sublevels in total have been confirmed from the known experiences of wanderers and M.E.G. operatives. An eighth sublevel is rumored, but yet to be documented. Due to not being explored as deeply as the level itself, the information of these sublevels is brief.

“The Great Passage”

A spacious, long passageway that is seemingly infinite, adorned with various decoration and furniture along the way. There are flights of stairs located in the middle of an intersection that lead to upper and lower floors, which likely lead into different rooms.

“Halls of Abundance”

A wide hall with stairs leading up to several platforms suspended by thin strands of silken white thread. Standing on these platforms are long, decorated dining tables made with precious materials. All tables are filled with neatly arranged varieties of food and drink that never spoil. Consuming the food will result in a relaxing and refreshing effect, with no need for rest.

“The Curator’s Halls”

A series of spacious halls with chambers that contain life-sized statues of several high-profile entities found in the database, as well as those that are not. The base of each statue has a plaque engraved with indecipherable symbols, not unlike those found on Level Keys and level doors in The Hub. They are presumed to contain information about the figure depicted in the respective statue. These halls also display several relics, but attempting to take any of them may trigger a Blackout event.

“Dawn Greenery”

An open, lush plain in a perpetual state of dawn. This area is booming with diverse plant life of unknown species. These plants are bioluminescent, somewhat biomechanical in appearance, and have medicinal effects when consumed. This area is tended to by Void Cells acting as gardeners. Fortunately, harvesting the plants will not provoke the Void Cells, and thus it is safe. However, they aggressively guard a fountain in the center of this area, with intricate golden engravings in the ground around it. This is because bathing in the fountain will heal all minor injuries, as well as lead to Level 150. This area may be exited by finding a monolith with a door somewhere in the field.

“The Gilded Armory”

A vault used to store and display numerous armaments. The room is symmetrically arranged with circular depressions, leading down to golden floors with a few flights of stairs. There are yellow lights that hover above each of the circular platforms, illuminating the displays of weapons and armor. However, this vault is heavily guarded by numerous Void Cells and Constructs, which detect intruders immediately upon entering this room.

“The Crypt of the Resting Ones”

A rather dark and mazelike gravesite, blanketed with thick fog and resting at a temperature below 10 degrees Celsius. It houses a multitude of tombs with intricate designs. Interestingly, some of the tombs are even attached to the ceiling. The rooms are difficult to navigate due to the dark and foggy environment, so flashlights and temperature regulating equipment are recommended. One of the hallways leads to an exit door.

“The Marble Shallows”

An endless expanse of shallow water on marbled floors. Based on the conditions of the environment, it may have been a security vault that has long since been abandoned and subsequently flooded. The waters are generally 0.24 meters deep. but some parts of it are deeper than 2 meters. Occasionally, sunken objects and rare artifacts may be found beneath the water. The exit is a door at the top of a set of stairs on an elevated marble platform.

“The Reality Lab”

A neon laboratory with a wide variety of scientific equipment and creations inside. The lab generally has a color scheme of neon pinks, blues, and purples similar to those found in levels like 699 and 514. There are smooth wooden walls painted with lavender and many neon decorations scattered around the lab as well.

Unknown

In rare instances, one may find a long empty hall that glows white, with two rows of twelve tall pillars. At the end of the hall is an incomprehensibly tall gate that seeps out a golden light. However, this door is guarded at all times by two Paragons, who nobody has succeeded in bypassing. If a wanderer enters the rare room and approaches the door, the Paragons will give a stern warning, then proceed to attack should the wanderer persist. It is unknown what lies behind the door, but it is speculated to be the Throne Room



Blackout Cycle patterns & research analysis

The phenomenon starts as the entire level shuts down.

Darkness cease, and thus the cycle concludes or repeats its patterns.

M.E.G. Researchers are currently analyzing the patterns of the phenomenon known as the “Blackout Event”. When a Blackout Event occurs, all light throughout the entire level will cease with a loud and reverberating thump. This is followed by the manifestation of several resident entities that pursue the wanderers. The phenomenon does not occur at any fixed time, nor is there any forewarning.

Researchers believe the Blackout Cycle to be a sort of a security measure, controlled by a larger intelligence that may be embedded within the level itself. Although not every trigger has been documented, the Blackout Cycle is known to occur when fighting a resident entity, stealing an artifact, or being identified as a trespasser. Interestingly, all damage, debris, and corpses in the vicinity are repaired and removed once the Blackout concludes.

Interestingly, wanderers tend to experience a feeling of déjà vu whenever the cycles end, and in some rare cases, may even temporarily become amnesiac and/or suffer temporary migraines. Fortunately, prolonged exposure to the event does not permanently affect the person's health.

When the Blackout Event occurs, it is advised to remain hidden from the entities as they patrol the area. If intruders are not detected, they will leave and the Blackout will end.

Entities

The Hallowed Gate is populated with Void Cells, Constructs and Paragons. They maintain, defend and patrol the Hallowed Gate in their own specialized ways. These entities will be summoned at the occurrence of a Blackout Event, and will respond accordingly towards any detected "threat".

Entrances and Exits

Entrances

  • The Hallowed Gate can be found in The Void. However, even travelling The Void is incredibly risky, as wanderers have a high chance of being lost forever if they lack proper experience and training. It is not advised to seek out the Hallowed Gate if you are unwilling to risk your life or soul.

Exits

  • Various sub-levels contain exits that may bring you to another level. However, this level is completely randomized, and there is an equal chance of being brought to a safe level or a dangerous one.

Discovery

The Hallowed Gate first became known to the M.E.G. when a group of wanderers claimed to have been trapped in The Void before discovering the Hallowed Gate and entering it. They successfully traversed and escaped the level, returning to tell their tale. Naturally, the M.E.G. was skeptical of the existence of such a level, and so they arranged an expedition to definitively prove or disprove the wanderers' claims. Sure enough, the M.E.G. team discovered the Hallowed Gate for themselves, but at the cost of suffering casualties within the team due to the entities and phenomena that they faced within. However, they successfully extracted a tablet artifact made of clear glass and marble, the information on which has proven invaluable to research about The Backrooms.

Footnotes

  1. Inspecting the backside of the structure will lead into nothing, although everything in front of it still remains present.

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