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Description:
The Backstage Calling is a mystical theater script that transports you to Level 156 - "The Backstage," a mysterious high school theater dimension from the Backrooms. Right-click the item to instantly teleport to this eerie backstage environment, complete with theater props, Ms. Moore's Office, and a changing room entrance. Be warned: you must escape within one hour as entities will increasingly try to persuade you to enter the stage area, and those who do never return.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Level 156 - "The Backstage"" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Level 156 - "The Backstage"" for Minecraft Java 1.20.1. The original mod will remain unchanged.
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Sep 14, 2025, 07:14 AM
User request: Level 156 - "The Backstage" rating: +42 + – x SURVIVAL DIFFICULTY: Class 2 Missing alt text. A picture of props in the Backstage. The exit leads to Ms. Moore s Office. Missing alt text. A picture of three prop chairs in the Backstage Level 156 is the 157th Level of the Backrooms. It is the backstage of a high school drama production. Description: Level 156 is the backstage of a high school's theater. It is consisted of three areas: The Backstage, Ms. Moore's Office, and the Changing Room. From conversations with entities in the level and sounds from the main stage, there are plays being performed constantly with audiences in the seating area. It is possible for wanderer's to go up to the stage, and is even encouraged by entities in the level, yet any explorers who enter the stage never return. Wanderers should ignore the advice by entities and never enter the stage area. Starting from approximately one hour after the wanderer enters this level, the entities will immediately start to persuade them to go up to the stage. As time proceeds, their words would become irresistible. For this reason, wanderers are only encouraged to stay in this level for no more than one hour. Areas: The Backstage: This is the main area of this level. The lights are off and wanderers are only allowed to whisper in this area. There are props laying around, and entities may pass by now and then. Faint and undistinguishable speaking and occasional laughter from the audience can be heard. There is a small door on the right side of The Backstage that leads to Ms. Moore's Office, and a downward staircase on the left side that leads to the level's exit and the Changing Room. Ms. Moore's Office: This area is a small office for "student actors" to rest, chat and relax. In contrast to The Backstage area, the lights are turned on, and wanderers are allowed to talk quietly. It has several sofas, a large table, and a small desk with books on it. The books are usually about acting and/or teaching. There are some handmade posters on the wall, including "Julius Caesar," "Mamma Mia!" and some posters for unknown plays. On the large table can be found a 9-inch cake with pink icing that spells "Break A Leg!", a tray of chocolate chip cookies, regular snacks, and bottles of Almond Water. All food are consumable, and the M.E.G. encourages wanderers to consume or take them. A humanoid entity, "Emma," can be found sitting next to the table. See more in "Entities" section. The Changing Room: The Changing Room can be reached by going all the way down from the staircase located at the left of The Backstage. It is a brown wooden door with a sign that says "Please knock before you enter! Thank you." The door is locked, yet when wanderers knock on the door, an unknown, gender-neutral voice will either say "Oh, come in" or "You're fine to come in now". There is a small chance that the voice will say "Ummm, sorry, please wait a second," followed by some giggling from an unknown group of females. One minute later, a female voice will say "Everyone dressed? Ok, now you may come in." In either circumstance, the door will unlock after the voices speak. If the wanderer attempts to enter without knocking, the gender-neutral voice will speak in an unpleasant tone and say that they should knock first. Apologizing will make the door unlock. Ignoring or insulting the voice again will make the door remain locked until the next time the wanderer enters Level 156. The Changing Room itself is an infinite space full of repeating dressing tables, costume racks, and storage cardboard boxes. Wanderers may find costumes and makeup products here, and there are no entities in the Changing Room. Entities: There are numerous humanoid entities in Level 156, which are the "student actors," "Ms. Moore," and "Emma." They are mainly harmless for the first hour, but can be increasingly dangerous as time proceeds. For unknown reasons, they are unable to be harmed by any substance, and they are also not affected by Almond Water. The M.E.G. do not encourage wanderers to communicate with any entities listed below. See M.E.G. Level 156 Audio Log-17. The Student Actors: The student actors are a group of entities who resemble human teenagers, and are usually seen with costumes. The number of student actors is not constant, but is usually between nine to twenty. They avoid long conversations and rather answer questions with quick whispers, because "the audience may hear us." After a wanderer stays for roughly one hour, the student actors will start to encourage them to enter the stage, saying words like "Hey buddy, you're up!" or "Come on [wanderer's name], you're entering right after this scene. Get ready!" If wanderers are reluctant to enter the stage, they will continue to persuade the wanderers to do so. As time proceeds, their voices become more and more irresistible. If the wanderer is in the Changing Room, two student actors whose gender is same with the wanderer's would knock and walk in to persuade them, even if the wanderer has travelled deep into that infinite space. The reasoning behind this is still unexplained. Ms. Moore: Ms. Moore is an entity that resembles a tall Caucasian woman with short blonde hair and green eyes. Sometimes, she can be found in The Backstage area; other times, the student actors will tell the wanderers, "She is not here. She might be back later." If the a wanderer interrupts the play in anyway (including speaking loudly, insulting other actors, and damaging props), Ms. Moore will appear and warn the wanderer. The second time wanderer interrupts the play, Ms. Moore would suggest that maybe they should "stay next to me until you are up." This command is irresistible, and the wanderer will walk up to the stage after around ten minutes. It is impossible to rescue wanderers from this state. Emma: Emma is an entity that resembles an Asian teenage girl with long black hair and black eyes. She can always be found in Ms. Moore's office, is friendly, and is always open to answer questions. However, The M.E.G. does not encourage wanderers to communicate with her. See Audio Log-17 below. Although Emma is friendly, she would join in to persuade the wanderers to go up stage as time proceeds. Hide M.E.G. Level 156 Audio Log-17: Audio Log 03/14/2022 Begin Log: 13:57 Team Involved: M.E.G. Regiment Compass Point - "The Understudies" Rosie: Alright, this is Regiment Compass Point 2-7, The Understudies. We have been in this level for ten minutes, and now we are going to try to communicate with the humanoid entity in Ms. Moore's Office. Rosie: May we take some cookies? "Emma": Oh, of course. Take as many as you want. Ryan's mom brought them. Rosie: That's very nice of her. "Emma": Indeed. Daniel: So, um, sorry, but, your name is…? "Emma": I'm Emma, one of the stage crews. Ms. Moore sets me here so that I can help adjust your mics and costumes. I also need to make sure that everyone knows when they are up. You know, just in case someone forgets. Rosie: I see. Do you know when are we supposed to be up? "Emma": Let me see. (Paper flipping noise) You are up at Act V Scene XII, he is up at Act IV Scene VII. You both got plenty of time. It's only Act II Scene V now. Rosie: And our last act would be? "Emma": (Paper flipping noise) I… Let me… (Paper flipping noise) Darn it, I think it is Act CXXXII Scene XXI, but I need to double check. I'll tell you later. Rosie: Sure. Thank you. "Emma": No problem. At your service! (giggles) Daniel: What do we do after the show's over? "Emma": I don't know. Ms. Moore might want to congratulate us, you know. But I guess there's really not much. (Pause) I saw your mom in the audience, so you can just go home with her after the show. Daniel: …What? My mom? "Emma": Yeah. I saw a lady in yellow dress and has very cute matching glasses. She walked in with two little girls and I thought "Oh, that must be Daniel's family!" Are they not your mom and sisters? Daniel: What the… Rosie: (Whisper) Dan! This is not true! "Emma": What do you mean by this is not true? I saw them with my own eyes. Oh, wait! Is that supposed to be a surprise? Did I just ruin it? Shoot! Sorry Daniel, I didn't know that this is supposed to be a surprise. Rosie: (Whisper) Don't be stupid, Daniel. Daniel: Rosie… May I just… I just want to peek from the curtain. Rosie: Wake up! They are not here! This is not the Frontrooms! Daniel: Just a peek. Rosie: (Raises her voice) Daniel! "Emma": Don't be so loud! The audience may hear us. We don't want to ruin the show! (Distant footsteps approaching) "Ms. Moore": Hey guys, please don't be loud, alright? Rosie: Sorry, Ms. Moore. "Ms. Moore": It's alright. Just keep it down, please. (Footsteps fading) Rosie: Daniel, let's leave this level. (Rapid footsteps, rustling noises) Rosie: Daniel, don't! End Log: 14:05 Summary: M.E.G. Regiment Compass Point Team "The Understudies" had communication with the entity "Emma" and obtained basic information about the play. After the conversation, Explorer Daniel approached the curtain, and, intentionally or not, walked up to the stage. Explorer Rosie requested for backup and waited for Daniel to return for one hour. At that point, some entities (the student actors) started to urge her to enter the stage. Explorer Rosie then left the level. Explorer Daniel remains unfound. Bases, Outposts and Communities There are no known bases, outposts or communities on this Level. Entrances And Exits: Entrances To enter, you must find a printed script of a play (the play could be any play of any genre, heard of or unheard of) with black captions on the front page that say "Spring Play." The contents of the script are undistinguishable as if it was printed by a malfunctioning printer. These scripts can be found in almost all levels, with the exception of Level 0. Holding the script in your hand and entering through any door can lead you to this level. The script will disappear after you enter. Exits Simply leave through the building's exit door (a black door with an exit sign, located across the Changing Room) would allow you to exit the level. The exit will lead you to Level 52, however there is a small chance that it would lead you to Level 117. It is reported that after leaving this level, wanderers experience a feeling of "something great just ended"1 for ten minutes. Almond Water can help relieve this feeling.'
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This mod is licensed under the CreativeMode Mods License.