The Backrooms

backrooms 

 

The Backrooms is a Location in Remnant 2.

 

Remnant 2 The Backrooms Items

Items in The Backrooms are as follows:

Strange Box

Bisected Ring

Gunfire Security Lanyard

 

Remnant 2 The Backrooms Walkthrough

In order to access The Backrooms, you must drop down onto a hidden platform through the changing portal in the center of The Labyrinth. Once there, you follow the path until you reach a glowing red portal. In order for the portal to open, you must have the following loadout:

 

Remnant 2 The Backrooms Gallery, and Notes

  • Other Notes for the The Backrooms go here

 

 

All Remnant 2 Locations
Abyssal Rift  ♦  Alepsis-Taura  ♦  Ascension Spire  ♦  Ashen Wasteland  ♦  Astropath's Respite  ♦  Beatific Gallery  ♦  Beatific Palace  ♦  Blackened Citadel  ♦  Brocwithe Quarter  ♦  Butcher's Quarter  ♦  Cathedral of Omens  ♦  Chamber of the Faithless  ♦  Corrupted Harbor  ♦  Cotton's Kiln  ♦  Council Chamber  ♦  Council Tribunal  ♦  Derelict Lighthouse  ♦  Deserted Atelier  ♦  Dormant N'erudian Facility  ♦  Dran  ♦  Drowned Wen  ♦  Earthen Coliseum  ♦  Eastport  ♦  Endaira's End  ♦  Faithless Thicket  ♦  Forgotten Field  ♦  Forgotten Prison  ♦  Forlorn Coast  ♦  Forsaken Quarter  ♦  Gilded Chambers  ♦  Glistering Cloister  ♦  Goddess's Rest  ♦  Harvester's Reach  ♦  Imperial Gardens  ♦  Infested Abyss  ♦  Ironborough  ♦  Kaeula's Rest  ♦  Lemark District  ♦  Losomn  ♦  Luminous Vale  ♦  Malefic Gallery  ♦  Malefic Palace  ♦  Morrow Parish  ♦  Mournful Promenade  ♦  N'Erud  ♦  Nimue's Retreat  ♦  Palace of the One True King  ♦  Pathway of the Fallen  ♦  Phantom Wasteland  ♦  Postulant's Parlor  ♦  Proving Grounds  ♦  Ravager's Lair  ♦  Root Earth  ♦  Seeker's Rest  ♦  Sentinel's Keep  ♦  Shattered Gallery  ♦  Spectrum Nexus  ♦  Sunken Haunt  ♦  Terminus Station  ♦  The Ancient Canopy  ♦  The Bloodless Throne  ♦  The Chimney  ♦  The Dappled Glade  ♦  The Dark Conduit  ♦  The Eon Vault  ♦  The Expanding Glade  ♦  The Far Woods  ♦  The Forbidden Grove  ♦  The Forgotten Commune  ♦  The Forgotten Comune  ♦  The Great Bole  ♦  The Great Hall  ♦  The Great Sewers  ♦  The Hatchery  ♦  The Labyrinth  ♦  The Lament  ♦  The Nameless Nest  ♦  The Putrid Domain  ♦  The Red Throne  ♦  The Tormented Asylum  ♦  The Twisted Chantry  ♦  The Widow's Court  ♦  The Widows Court  ♦  The Withering Weald  ♦  Tiller's Rest  ♦  Timeless Horizon  ♦  Tower of the Unseen  ♦  Twilight Vale  ♦  Vault of the Formless  ♦  Void Vessel Facility  ♦  Walk of Remembrance  ♦  Ward 13  ♦  Yaesha



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    • Anonymous

      Hi it's me again, Anonymous.

      Question:
      Doesn't the backrooms in previous.... depictions...? Have a mechanic where you enter an alcove, with a path around a column, same as the one on the way to the mysterious box, where you circle around it a certain amount of times and it leads somewhere else / AND/OR / Every time you circle it, the exit may be similar maybe even the same but is really a different set of hallways altogether?
      has anyone tested if this rabbit hole goes deeper by utilizing some of these backroom classics?


      I too find the ravarger thing odd, I find the ravager lair to be odd, as the treasure room at the end, iirc, just had chests, no unique items? hmm.


      I find the cube fight to be odd also, aside from a few sprinkles of it on root earth, the only time you see the red fragmented effect is on the backrooms locked portal, and the death pits on the cube fight, I took a look, and even plunged a spot or two (not all) post-fight, but nothing so far, just very odd, could be a hint at the cube gun being a fragmented item aka: an item you get from this fight, is used to open that door, but the inconsistent nature of this same cluing would make this subliminal messaging very vague to say the least, but if places like where you found ford's scatter gun also had these glitches (and almost all the others, if not all) this would be a legit reason for it's presence there, but as is... it's already a death fall, why the fragmented graphic if it's just there to "kill" you since you'd under all circumstances already, be dead by that point.

      • Anonymous

        The backrooms is really the escape into reality. The TRUE core. And the sound pursuing you and being ejected, is security knocking you out and throwing you back into the simulation.
        Stay foiled my tin infused friends!

        • Anonymous

          Couple of things:
          - you can bring friends in and they will receive all the items too
          -You are given a time limit, time is up when you start hearing the noise (you'll know when you hear it)
          -You want to use your treasure hunting skill from explorer in there to help find the items in the time limit
          -YOU CAN RE-ENTER, so if you don't find it in time. DO NOT PANIC. Or do, then feel relieved when you get back in. Either works

          • Anonymous

            I found a crudely drawn picture of a wolf (ROAR!) after managing to find all three items. Didn't see a door.

            • Anonymous

              honestly the backrooms can be made into a procedurally generated endurance mode, add some checkpoints, add enemies and bosses from the game. See how deep the players can go

              • Anonymous

                Great addition and I'm so glad all of the naysayers got finally proven wrong that this exists. This fits in the game, atleast the basegame in the current state it is. References in this game are over-the-top though, literally every second description/name is referencing other genres, games or whatever.

                Gotta admit though, got there blind and the area leaves an really good impression. I really wonder if they plan to add a fully-fledged horrortheme DLC.

                • Anonymous

                  I found a door there but as I walked up to it the sequence ended. Anybody knows if there's more secret here?

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