— Introduction —
Welcome to the Shelfers Union, Fresh Stock1. We're glad to have you on the team!
Level 520, also known as the Warehouse, is a veritable breadbasket for the B.N.T.G. and the Backrooms as a whole. Whatever they need—we've got it. The Shelfers Union is the lifeline that keeps goods moving where they're needed most. This document will familiarize you with both the level and our operations, making sure your transition here in the Warehouse is as smooth and productive as possible.
— Topography —
Loading Zone
The Loading Zone is the first of the man-made subsections and main access point of Level 520. It consists of two main areas: the Holding Bay, and the Gateways.
The Holding Bay
Though fairly average-looking, the Holding Bay is a crucial point in the exporting process. This area is where we prepare and store all the goods that travel through Level 520. The Shelfers Union catalogs, sorts, stacks, and ships every last item, all of which come from the Warehouse.
It is an industrial storage area measuring approximately 4,000 square meters. The room contains various shelves, pallets, and holding pens specifically suited to our needs. While the area closest to the Gateways is neatly packed, the back area can easily be described as "organized chaos".
Many objects sourced from the Warehouse need processing for them to be ready to ship—this can consist of various forms of preparation. Depending on the nature of the item, it may require partial or full disassembly, with usable components stripped and cataloged.2 Materials are sorted by type and condition; some are tested for stability and safety, cleaned, or unpacked when necessary, and, in some cases, reassembled or repurposed entirely before being cleared for distribution.
The goods are then loaded into applicable containers before being shipped to one of the many levels that connect to the Loading Zone.
The Gateways
The Gateways are a series of commercial rolling service doors, thirty in total, lining the northernmost wall of the Loading Zone. As their name implies, these act as our gateways to the wider Backrooms, the arteries of our entire operation.
Each door uses a carefully devised locking system to ensure that it will only open when we want them to. Built by Backrooms Robotics, the Gateways are equipped with the Keyway System, a proprietary technology utilizing Level Keys to create stable transportation thresholds that we can activate and deactivate with the flip of a switch. Each door is large enough to ship all manner of products and is able to safely fit two forklifts at a time, allowing for the expeditious transfer of goods.
Speaking of the forklifts, the Loading Zone is where the Shelfers' Fleet is docked and serviced. Sixteen units, all recovered from the Warehouse and brought back from the brink by our trusty Tinkerers3—they stand as the pride of the Shelfers Union and the backbone of day-to-day operations.4
Union Square
Union Square is the center of our entire operation, serving as our home and logistics hub. The subsection was constructed around the central passage, known as the Pipeline, which existed before the establishment of this base. While the main corridor may not be much to look at, the connecting rooms were designed by the Backrooms Remodeling Company to our specifications. As a cost-effective alternative to building a subsection from scratch, they utilized existing architecture found within the many iterations of the warehouse.
The Shipyard
This hangar-style warehouse is filled with large steel shipping containers, retrofitted into the cozy living quarters of the Shelfers Union. Each container boasts a 40 m2 floor plan, the layout of which is designed by the occupants themselves—ensuring that every unit feels like home. While the exterior may be rough around the edges, we have first access to a wide range of products and goods; "top-shelf" items often find their way to the communal stores, where the Shelfers have first pick.
The Shipyard holds enough containers for up to 600 Shelfers, though many of the containers are used as storage, recreational areas, and the infirmary5. These containers are stacked, up to three high, and arranged in blocks. These blocks form easily navigable alleys and pathways, with a second tier accessible through metal gantries and stairs. This area is lit by lighting fixtures in the ceiling that simulate daylight, which are deactivated at night to emulate a natural diurnal cycle. Various potted trees and plants can be found throughout the Shipyard. They add to the overall charm and help keep morale high.
The Cargo Commons
A series of container stacks that house various shops and services, known as the Cargo Commons, is the prime attraction of the Shipyard. Shelfers can find all sorts of goods: food, clothes, art, electronics, and many other items. Benny's Boutique offers a great haircut, and you can even grab a drink at our very own bar, "The Rusty Hatch".6 While it can get crowded, the shift schedules rarely converge free time, so there's usually just enough room.
Dispatch
Just across the Pipeline from the Shipyard you'll find the entrance to Dispatch, the logistical center of our operations on Level 520. It takes the form of a large, off-white room with high ceilings and carpeted flooring. Most of the space has been converted into cubicles, desks, meeting rooms, and planning areas. It is not only important for our day-to-day operations but also for the B.N.T.G. supply chain as a whole. A great deal of planning goes into managing the Union and the vast amounts of goods that travel from the Warehouse. If the Shipyard is our heart, Dispatch is undoubtedly the brain of the Shelfers Union.
The work here is vast and unending7, just as much of a challenge as venturing into the Warehouse itself. The staff here are some of the best the B.N.T.G. has to offer, tasked with maintaining order across a system that is constantly in motion.
Nearly every aspect of our work here on Level 520 is logged, assigned, and routed through Dispatch. Information the Extractors8 relay back from the Warehouse is processed here, then used for both immediate routing decisions and long-term planning efforts. Maps of new sections and catalogs of all known products within the Warehouse are created and stored here. To add to the controlled chaos, Dispatch also acts as our primary information thoroughfare to other bases and storage facilities spread across the Backrooms. Almost the entire supply chain is logged and updated within the collective files of Dispatch.
The Warehouse
Some of the many discovered rooms within the Warehouse.
Collectively known as the Warehouse, this area is what most people think of when they think of Level 520—an ostensibly endless array of warehouses, each varying in size, architecture, and composition. The rooms and their contents range from modern to archaic,9 most having their own internal logic that dictates everything from shelving systems to the items found within them. While some warehouses have consistently themed items, others have no discernible rhyme or reason—knowing the difference can save countless hours of exploration.
Some rooms lack shelves altogether, consisting of pallets, piles, or other less common arrangements. Be prepared for anything from densely packed to sparse and empty storage rooms. While each warehouse varies in condition, most internal systems, such as lighting or air conditioning, remain operational even when the area appears old or dilapidated.
Individual warehouses are connected by a variety of corridors and access points, with some warehouses having multiple exits—or none at all. The hallways, much like the warehouses themselves, often contain items or pallets, usually appearing as though they were in transit when abandoned. While some corridors are large enough to accommodate forklifts, the inconsistent mobility makes long-range travel impossible with vehicles. Almost the entirety of the Warehouse is traversed on foot, unless the individual area has an alternative mode of transportation. Items are then carried or, more often than not, carted to the Pipeline where they can be sorted onto pallets for transport.10
The Shelfers Union has mapped miles of warehouses and continues to explore new areas weekly. Each discovered warehouse is briefly cataloged, and signage is added to its entrance indicating dangers, number of exits, and the priority of items held within. Under normal conditions, this helps Extractors know what they're getting into at a glance. While the general room arrangement remains somewhat stable, certain conditions—namely blackout or restocking events—can cause abrupt shifts in layout and content within a warehouse.
Despite the extensive exploration conducted by the Shelfers Union, no definitive boundary to Level 520 has been identified, and it is assumed most of the level is still unexplored. While it's easy to be lulled by a false sense of security within the Warehouse, these uncharted areas pose great risk to both the uninitiated and hardened veterans alike. Careful planning and keen observational skills are necessary when venturing through Level 520—every excursion we take is done with weeks of preparation behind it.
Products11
Extracting the items found within the Warehouse is the entire reason for the Shelfers Union's existence. Level 520 is filled with everything from raw material to complex devices; it's our job to find and extract those items.
Most items within the Warehouse are unbranded or marked by unknown/nonsensical branding, though, on occasion, items with notable branding from the Frontrooms have been found—often accompanying products not usually associated with the brand.12 The packaging for items is typically written in either English, Simplified Chinese, or an unknown/nonsensical language, though other recognizable languages have been found in smaller quantities.
Unlike many of the other levels that contain large quantities of resources, no Almond Water, Firesalt, or any other Backrooms-associated object has ever been found within Level 520. Items found here are often those one would typically find in a warehouse in the Frontrooms, though some anomalous or hazardous items do break this rule to some extent.
Although many of the items found are mundane and possess varying degrees of usefulness, others are deceptive—concealing dangerous materials, traps, entities, or even nothing at all. Learning to tell the difference is a skill gained through experience and requires a keen eye—things like misshapen packages, off-color products, or out-of-place merchandise are all clues seasoned Extractors look for. Even so, many of these hazards are undetectable until triggered, regardless of experience.
Below you'll find a summary of some of the more common products sourced from the Warehouse.
Level 520 holds vast amounts of raw resources, some of which cannot easily be found or replicated on other levels. Many of the more abundant materials like wood, steel, and plastic are too cumbersome to easily export and are only sourced for local use when necessary.
Things like bulk chemicals, copper, and other rarer materials can also be a challenge to move, but their value usually outweighs the effort. Some of the more popular resources are isopropyl alcohol (for use as a disinfectant), helium, fluorine, and sulfuric acid.13 Regardless of the type, raw material runs are almost always a time- and effort-extensive process that requires large Extractor teams to properly manage.
Phenomena
As it is with many levels of the Backrooms, the Warehouse is affected by a wide array of phenomena. Most of these are mundane or one-off events, worthy of note though not something to expect. A good example of this being randomly collapsing shelves; while they are a serious hazard, they would not be deemed a phenomenon worth cataloging here. That said, several phenomena stand out due to their frequency, unexplained nature, and/or our need to plan contingencies for them.
Blackout Events
Blackout events begin when all functioning lighting within a warehouse shuts off in rapid succession. There are usually signs that one is about to occur, but they’re easy to miss and happen fast. As it begins, the lights will start emitting a low buzzing noise that steadily rises in pitch until the bulbs deactivate. The effect spreads quickly, disabling anything that produces light, including equipment brought in from outside, such as flashlights or camera flash apparatus.
Without any natural light, the warehouse is plunged into an unnatural darkness, completely obscuring visibility.17 Notably, videos and pictures taken during the event reveal a heavy distortion and unknown visual artifacts that are not visible to the naked eye. While the lights are out, witnesses often report a low, whirling noise, along with vertigo and a pressure in the head.
The event typically lasts between 30 and 90 seconds. The lights will then all reactivate at once, revealing that the warehouse has shifted into a completely different orientation. Despite the changes to the internal layout, the size and general shape of the warehouse remain the same.
It is extremely important to remain still during a blackout event. Moving while the lights are out has been known to cause displacement within the warehouse—sometimes with fatal results.18
Spontaneous Human Combustion
There have been a total of fifteen cases of spontaneous human combustion reported since the discovery of Level 520 in 2017. The direct cause of this phenomenon is unknown, but circumstantial evidence points towards a product being involved.
In each documented case, the victim was interacting with an item on a shelf. Due to the substantial damage caused by the event, information on the object in question and the surrounding products is limited. Another consistency is that the warehouse in which the event occurs has always been newly discovered, further complicating the process of identifying the cause.
Regardless of the trigger, these events are highly destructive, with the heat produced by them reaching ~3,000°C based on circumstantial evidence. The combustion is so intense that the flesh melts and the liquid in the body instantly vaporizes, causing it to erupt, spreading molten slag throughout the area.
If you are a witness to this event, your first priority should be to avert your eyes and gain as much distance from the victim as possible. Immediately report the situation and do not approach the area. The temperature of the molten liquid can remain high for several hours, and proper precautions must be taken.
Typically the products within a warehouse in which spontaneous human combustion occurs will be condemned, for fear of triggering another event.
Restocking Events
A restocking event is what we call the process by which new items replace products removed from the Warehouse. This occurs when a shelf, pallet, rack, or other form of container has most if not all of the items removed from it. This event doesn't happen immediately after the items are removed—in fact, the process has never been directly witnessed.
Restocking occurs after two prerequisites have been met: 75%-100% of stock has been removed from a unit and the warehouse is not being observed. The observational requirement extends to all forms of recording equipment—audio, video, and even thermal imaging from behind a closed door has delayed the event from occurring. Once the prerequisites are met, one of two things will transpire after ~48 hours.
Restocked items will either appear as near-identical replacements or as a featureless black cube. The amount of returned product depends on how much was taken: leaving a larger portion behind results in a more generous replenishment, while stripping a unit closer to empty significantly reduces what is restored. Fully depleting the stock results in all of the product being replaced by cubes, with no known method of reversing the process.
The black cubes that replace the products are made from an unknown material. They are brittle under pressure, nonflammable, nonconductive, and inedible. They hold no intrinsic value and can't be used for anything more than a trinket, despite many efforts to prove otherwise. A growing theory is that the warehouse needs examples of the product it is attempting to replace, and the boxes are a placeholder when it cannot replicate them.19
Though the previously mentioned phenomena are quite dangerous, nothing in Level 520 affects day-to-day operations more than the restocking events. They dictate everything from routes taken and exploration plans to extraction limits and market values. Unfortunately, despite all we've learned about the event, we have not determined a way to nullify the diminishing returns of products. Inevitably, all resources that we extract will be replaced by these cubes.
Entities
Level 520 doesn't have an established population of any of the common entities found throughout the Backrooms. That said, on occasion, species of many varieties have been seen, likely having noclipped into the level unintentionally and having no means to escape. Cases of Hounds, Skin Stealers, Deathmoths, and Facelings20 have all been witnessed at one point—each having been dealt with by our security team, removed from the level, or simply left to their own devices.
There are two entities that are seemingly native to the Warehouse, summaries of both species can be found below.
Shelf Life
Shelf Life is the name given to a species of physiologically diverse organisms that inhabit the Warehouse. They are composed of a protein-based, translucent material that forms into bundles and folds. They possess different variations of organs, be it livers, lungs, kidneys, eyes, mouths, and even ears—though it does not appear they need any of these to survive. The only consistent systems found in all Shelf Life are nerve clusters, a heart (or multiple), and a circulatory system.
These creatures have no discernible orientation. Even when they have limbs, movement is slow. Rather than walking they undulate or refold their bodies into a new position with each "step" taken. These peculiar entities have a very slow growth rate, accumulating mass based on their caloric intake. The average specimen weighs between 28 and 112 grams, with some reaching nearly twice that size in captivity.
Shelf Life are docile, only showing mild curiosity toward humans when they are able to perceive them. Their diet consists entirely of particulate matter, both organic and inorganic—dust being the most abundant in their natural environment. They have been known to also consume substances such as dirt, pollen, breadcrumbs, sugar, and salt. Due to their passive nature and minimal care requirements, Shelf Life have become a somewhat common pet among Shelfers.21
Shoplifters
Little is known about Shoplifters, to the extent that we don't know if it's one entity or a species of multiple. From what we've been able to discern, a Shoplifter is a long, amorphous entity that dwells within the air ducts of the Warehouse.
They are composed of an unknown, black, and malleable substance that is capable of extending great distances. Whatever the material is, it's highly resistant to external damage—bladed weapons, bullets, and fire have all been ineffective at damaging the entity. Not much else is known about their physical appearance; they tend to use multiple appendages, or what appears to be appendages, typically numbering five or more. These are the only parts of the entity we have witnessed, leading to many questions and theories on the actual appearance of the creature(s).22
The Shoplifters are highly aggressive, only being seen at times in which they are actively attempting to snatch a target. Their arrival is announced by an unmistakable clattering from the air ducts as they make their way to the vent. The appendages will then effortlessly remove the vent with brute force, bursting into the room and toward their intended victim. If the person is unable to hide in time, the Shoplifter will take hold of the individual and lift them back to the ducts at a high speed. Regardless of the size of the opening or the victim, the person will be forcibly pulled through the vent.23
Due to their clumsy entrances and the relative rarity of encounters, procedures have been established to reduce losses caused by Shoplifters. Earphones, speakers, or any form of ear obstruction are strictly prohibited during extractions, as personnel must be able to hear an approach in time to react. Since all attempts to damage a Shoplifter have proven fruitless, avoiding the threat is the only reliable response. If the clattering is heard in the area, extractors are to get low along the shelving and remain silent. If the Shoplifter fails to locate a target, it will recoil back through its point of entry and leave the area shortly after.
History
The Shelfers Union was formed in the summer of 2017 during a turbulent time in the B.N.T.G.'s history. Over the years, it has established itself as a driving force in the Backrooms economy.
The original crew was sixteen workers from Storage Unit who had inadvertently found a temporary entrance to Level 520 while exploring Level 3. For the first few weeks the team managed to keep Level 520 a secret, hoping to leverage the find to elevate their positions within the B.N.T.G. They began mapping the first couple of warehouses and listing potential merchandise they could extract. It was during these first few weeks that the crew discovered the pipeline. Recognizing its stability and apparent centralized location, the would-be Shelfers made their temporary base there.
Unfortunately, the group was unable to keep their discovery a secret for long. Multiple managers from Storage Unit became aware of the Warehouse's wealth of resources. In-fighting soon began between the new interlopers, as each wanted to assume control of the situation and use it to further their own careers. This only pushed the would-be Shelfers further into opposition with the B.N.T.G., citing the rampant corruption and unfair work practices common in the group.24 It was during this time that the crew, by then grown to twenty-eight members, formed the Shelfers Union as a separate organization—announcing their separation in a formal declaration to the Storage Unit management.
The announcement sparked a small schism amongst the workers of Storage Unit—many of whom were also unsatisfied with their working conditions and the cutthroat corporatism that mired the B.N.T.G. at the time. Corporate infighting turned into violent altercations as the growing Shelfers Union fought to secure their position. These altercations continued for weeks, with both groups losing several members in the process.25 This, coupled with the effect the conflict had on the supply chain, caught the attention of the then-on-the-rise executive, Linus Briggs. He orchestrated a meeting with the Union, which would eventually lead to the resolution of the conflict and full recognition of the Shelfers Union as an independent subsidiary.
This deal transformed the Shelfers Union seemingly overnight—from a rag-tag26 splinter group to a full-fledged operation. Briggs used his connections with Backrooms Robotics and the Backrooms Remodeling Company to create the Shelfers Union's headquarters. Given his position as an acquisitions executive, he immediately began setting up the infrastructure that would one day become the core of the B.N.T.G.'s supply chain. Unlike most projects run at the time, Briggs did not collect profits from the operation, leaving the Union to allocate its own resources. That's not to say he hadn't benefited from the arrangement, as it is touted as a main factor in his promotion to Director of Acquisitions in 2020. Despite his current position, Director Briggs remains the B.N.T.G. liaison for the Shelfers Union.27
In spite of its rocky start, the Shelfers Union, now led by Union Representative J.B. Stanley, consists of over 300 members, and is constantly recruiting Fresh Stock to grow our ranks.
Traversal
Temporary thresholds to Level 520 open periodically on random levels, remaining open for several weeks before disappearing. This process seems to be extended through prolonged use, as unused entrances will dissipate far sooner than one in use. These thresholds can appear anywhere in the Warehouse which makes them highly unreliable and dangerous to the uninitiated. It's not uncommon to find the remains of lost wanderers that were trapped in an unexplored section of the Warehouse.
Gateways
The Gateways are currently connected to a total of eight B.N.T.G. bases and four miscellaneous locations. The remaining eighteen Gateways are reserved for rotating or newly established trade routes.
You've got the overview. You'll get all the guidebooks. The rest you'll learn in the field.
The Warehouse will try to wear you down—long hauls, bad pulls, days where nothing makes sense. It happens to everyone at one point or another. What matters is that you don't go through it alone. You stick with your crew, you follow procedure, and you look out for the Shelfers next to you.
We keep the goods moving. We keep each other moving.
- J.B. Stanley; Union Rep
Info
Welcome to the Union!
Level 520 - "The Warehouse", written by DrAkimoto.
Critique by:
vange
centurys lute
Sky3
C-Graph
neptunium153
Greenlit by: vange
Special thanks to AndromedaObserver for their help making the map image.
| Levels: | Level 0, Level 24, Level 77, Level 79, Level 80, Level 102, Level 103, Level 108, Level 116, Level 117, Level 406, Ataraxia, In Extremis, You've Been Served (J) | |
|---|---|---|
| Entities: | Entity 2, Entity 4, Entity 21, Entity 51, Entity 70, Entity 88, Entity 116 | |
| Objects: | Object 2, Object 52 | |
| Phenomenon: | Phenomenon 51, Phenomenon 71 | |
| Tales: | :), Crossroads | |
| Other: | B.N.T.G. Hub, Akirooms | |


















