Three new doors in The Hub open onto Backrooms Wiki Levels 33, 34 and 35: an endless dying mall, cramped sewers and an empty car park.
How to join The host starts a lobby and shares the room code shown in it; friends enter it on the "Enter with Room Code" screen or accept an invite. Public lobbies also show in the lobby list. Everyone playing needs this mashup from Melty.
Three new doors have appeared in The Hub, numbered 33, 34 and 35. Each one leads to a level from the Backrooms Wiki that Escape the Backrooms doesn't have, each level has a goal (its way back to The Hub is locked until you finish it), and each has the monsters the wiki says live there.
Play Game > The Hub > Select Level now lists Level 33: The Infinite Mall, Level 34: Sewer System and Level 35: An Empty Car Park. Pick one and press Start, and you're taken straight in. Each entry shows a real picture of its level, taken in your own game the first time The Hub loads.
Objective: find the 4 store keys hidden in the shops to unlock the office entranceway at the far end. An empty shopping mall that just keeps going, and no two stores are alike: each has its own name, sign colour, wallpaper, floor and layout (shelf aisles, island displays, an open back room, or ransacked). Potted plants, kiosks and colourful vending machines run down a checkerboard concourse, past a deserted food court and fountain plazas. Some stores are themed rooms of their own: an arcade full of cabinets and pinball machines, bookstores with packed shelves, electronics stores lined with TVs, laundromats, furniture showrooms and cafes, plus restrooms. Closed stores sit behind roll-down metal security gates. Keep walking and the lights start to flicker, then die, the walls rot and the floor floods.
Objective: find and turn the 4 valves in the junction rooms to open the ladder grate. Narrow brick-over-stone tunnels, tall enough to walk through upright. There's standing water underfoot, and only faint light leaks through the grates overhead. Six junction rooms, each different: a flooded pool, a pump room, a cave-in, a room lit by red emergency lights, a squatter's camp, a storage room or a workshop. Dead ends hide a drain, a camp, dumped barrels or rubble. Somewhere at a dead end a weak, newer red-brick wall breaks through into Level 35, just as the wiki says.
Objective: find the fuse left beside one of the parked cars to power the roof exit. Six storeys of concrete over a dark abyss. Each deck has its own colour band, lighting (warm, green, blue, flickering or nearly dark), clutter and room: a pay booth with a barrier arm, a wire storage cage, a plant room, a lift lobby and a construction area. Parked cars keep their real paint colours. Take the ramps up to the roof, where the stair-tower door returns you to The Hub. Fall into the abyss and you're put back at the bottom ramp.
Each level has the entities the wiki lists for it. They're scary but never deadly:
It works in the game's own co-op lobbies, for up to 4 players. Host and join through the game's Play Game / Join Game menus or Steam invites as usual; everyone needs the mashup. Anyone can pick up keys and the fuse or turn valves, and everyone sees the progress. When anyone walks into a door or an open exit, the whole group goes through together.
Licensed CC BY-SA 4.0. Remixes welcome.