recursal/Fanatic-Fandom huggingface dataset:
The Thing On Level 7

## Entity 20: The Thing On Level 7

Entity Number: 20

Location: Level 7

### Description:

**Entity 20**, more commonly known as "**The Thing on Level 7**", or simply "**The Thing**", is a huge fish-like entity that lurks in the deep ocean of Level 7. **The Thing** is very aggressive, and very rare to appear, and due to this, little information is known about it. As of now, this entity is only rumored to exist, and there have been no confirmed sightings of it. Many people have reported seeing a dark shadow in the ocean, and a dim light moving in the waters, but there is no supporting evidence of this being **The Thing**.

### Behaviors:

**The Thing** lives in the lower half of Level 7. It is omnivorous, and seems to have killed all other life in the ocean. It has poor eyesight, but can easily detect movements in the water to find out where potential prey is. When **The Thing** is near, it will give you a temporary fear of the ocean and sea creatures if you don't already have one, making its attacks more effective. It makes loud roars around prey to make them very weak and slow, and just recordings of the roar can have this effect. **The Thing** tries to prevent any information about it from spreading, and will usually attack anyone who knows the most about it before anything else. There have been reports of it actively trying to hunt a specific person because of how much they knew.

How **The Thing** knows how much information a person knows about it is unknown.

### Biology:

**The Thing** appears to be a dull-red angler fish and a bathysaurus ferox combined with a tail that is a kilometer long. It has many spikes coming out of it, especially on its tail. Similar to angler fish from The Frontrooms, it has a yellow light hanging from its head. It has large teeth, but most of the time it won't have to use them, since it is big enough to swallow a human being with ease.

### Theories:

It is rumored that **The Thing** was a bathysaurus ferox from The Frontrooms who accidentally noclipped into Level 7. **The Thing** quickly adapted to the environment and began its hunt, devouring every organism present on Level 7, if there were any, to begin with.

**The Thing** is said to be the reason why there are mass amounts of skeleton bones on the ocean floor of Level 7. In most cases, these skeletons are unfortunate wanderers, but some of them are the remains of unidentified entities that were once dwelling in Level 7 peacefully.

### Do's and Don'ts:

#### Do:

* Keep time in the ocean of Level 7 minimal.
* Get away from anything moving in the ocean.
* Report anything you think may be **The Thing on Level 7** to the M.E.G.

#### Don't:

* Explore the deep ocean in Level 7.
* Make a lot of noise.
* Go towards any lights in the ocean.
Level 207

## Level 207: "The Flooded House"

### Description:

**Level 207** consists of a flooded house with a blue wallpaper that resembles Level 0 and furniture such as couches and drawers can be found in various hallways and rooms. Rooms may also vary in elevation as there are sections where the roof is significantly higher or lower. The level is flooded, with the water only reaching up knee-high.

Windows in this level are common, however, there is a clear absence of Entity 2 and these windows mostly show a view of Level 7.

The only entity is this level is the Hydrolitis Plague, only caught in the darker areas of **Level 207**.

### Colonies and Outposts:

There are no colonies nor outposts in **Level 207**.

### Entrances & Exits:

#### Entrances:

* **Main Entrance:** Noclipping through a blue light in Level 7 will lead to **Level 207**.
* A door in a flooded room in Level 6 near the entrance to Level 7 will also lead here.

#### Exits:

* Noclipping through one of the windows will lead back to Level 7.
* Breaking some planks and entering a door, at the end of the room a metallic door will transport the player to Level 17.
Frowner

## Entity 3A: Frowner

Entity Number: 3A

Habitat: Majority of Levels, more commonly found on Level Frown and supposedly, The Promised Land

### Description:

Frowners live in some of the safe Backrooms levels most common in Level Frown, They are like the opposite of Smilers, but they don't wanna bite the victims head off. They don't need to eat anything, since they don't hunt anything.

### Biology:

**Frowners** run away or attack if they are in a large group and you make any sudden or quick movements. They will welcome you into Level Frown but if you insult Level Frown they will most likely attack. They are also very nice if you are nice to them. Do not shine lights at them, they like the dark, if you shine lights at them they probaly will attack.

### Habitats:

**Frowners** live in some of the safe Backrooms levels most common in Level Frown.

### Biology:

Frowners look just like Smilers but they are...well... frowning! They also have more circle eyes than the ones smilers have and look less menacing.

### Do's and Don'ts:

#### Do:

* Be polite.
* Go to Level Frown when able to.

#### Don't:

* Shine lights at them.
* Attack them.
* Make sudden movements.
* Insult Level Frown.
* Make loud noises.
The Gel Room

### Description:

**The Gel Room**, often referred to as *The Dang Gel Room* by residents of either community on Level 89, is the site of a set of strange experiments, presumably conducted by the Partypoopers.

**The Gel Room** lies under the floor of Level 89. It is entirely constructed of concrete and steel plating, making it heavily fortified and resistant to outside forces. The room contains several enormous vats for the storage of strange gels that have unique anomalous properties. Due to their scarcity, they are not to be used without permission from at least one M.E.G. overseer until greater amounts can be produced.

### Gels:

There have been 3 types of gels discovered. Each of them is stored in their respective tank which connects to a large machine believed to be used in the mixing and creation of the gels. Additionally, each came with instructions on how to produce more of them; however, large portions of these instructions have been destroyed or rendered illegible, presumably in a raid by Partygoers.

**Type:** Erasure Gel
**Function:** Erasure Gel is corrosive to the skin of Partygoers while not affecting wanderers or any other entities tested. Any potential effect on Partypoopers is unknown.

**Ingredients:**

* Mint ice cream
* Almond Water
* Unknown
* Unknown
* Unknown
* Partygoer blood

**Type:** Preventative Gel
**Function:** Wanderers who have any amount of it slathered on their skin cannot be transformed by Partygoers when the portion covered in the gel is attacked and conversion is attempted.

**Ingredients:**

* Chocolate ice cream
* Cashew Water
* Unknown
* Unknown
* Firesalt
* Unknown

**Type:** Reversion Gel
**Function:** Untested

**Ingredients:**

* Vanilla ice cream
* Almond Water
* Unknown
* Memory Juice
* Unknown
* Partypooper blood
Aiden

## Entity 48: Aiden

Entity Number: 48

Habitat - Level 0, Level 1, Level 2, Level 4, The Surveillance Room, and possibly more.

### Description:

This entity resembles a Caucasian male security guard wearing a mall security uniform and has a security camera in place of his head. It appears to be passive and will even give directions if asked. If you ask about his name, he replies with '**Aiden**'. He is very intelligent, knowing many levels, and his surroundings. He is very protective and knows when entities are nearby, and the safest ways around them. He will try to protext a Wanderer at any cost. You will find him in most of the lower levels, and in The Surveillance Room.

### Behaviors:

There are multiple **Aidens** around these levels at once. And this entity is very intelligent and seems to have one consciousness throughout all of the **Aidens**, as he is able to remember events that occurred and people that met him. The entity seems to be able to speak, without having a mouth and can communicate in many different ays. His goal is to protect people he sees that are in danger. He accomplishes this by helping Wanderers from entities and traps. He is known to save Wanderers from danger while they are sleeping, via moving them to safe levels and areas like Level 0, The Metro and The Hub. You are able to ask many questions that he will gladly answer, although he knows very little about the Backrooms. If you ask him where he worked, he sas that he works at a mall which is now abandoned, which could be referencing Level 33. His tool belt is equipped with tasers, flashlights which seem to never run out of power, a baton, Almond Water, and many more items.

### Biology:

The entity has a certain mall security uniform. The Uniform has black pants, shoes, and belt, white shirt, and vest, with cyan blue patches on his shoulders. His head is similar to a tall pole security cameras but modified to fit as a head. His badge seems to be damaged, and cannot be identified.

### Do's and Don'ts:

#### Do:

* If you're in danger, it's always safe to get the attention of an **Aiden**.
* Ask if he has an item that can help certain situations.
* Ask if he can bring you to The Surveillance Room, if you have the key card.

#### Don't:

* Attack an **Aiden**, he will use a taser on you or knock you unconscious. He will, however, place you in a safe spot, and not kill you.
Bursters

## Entity 11: Bursters

Entity Number: 11

Habitat: Level 3

### Description:

These creatures are found in Level 3 and appear vaguely humanoid in appearance. They crawl on all fours to move across the halls of the Backrooms, with their back legs further stretched out (more similar to a canine's leg structure then to ours). On the back of the burster are many calluses, that explode in small pops of acidic fluids when agitated or hunting prey.

### Behaviors

The bursters will stay mostly docile in a fetal-like position, but when a living creature comes near the calluses on its back will burst, causing an explosion of acidic like substances to spray against the victim's face, usually impairing their vision. After this occurs the burster will wait for the acid to kill the victim, which it usually succeeds in doing. If the victim survives the burster will continue to spray acid until said victim has succumbed to shock, wherein the burster will consume the victim.

### Biology

The bursters appear to also be somewhat damaged by the acid they produce. When a burster is hurt by either an excess amount of acid within a burst, or by other means, they will begin to "harden" their skin in a cocoon like material. These cocoons can be broken, with enough force, causing the burster to die.

The bursters are also extremely vulnerable to Almond Water. This causes severe burns to the burster, which they usually do not recover them. It is assumed that the acid the burster produces causes some sort of negative reaction when in contact with any type of water.

### Do's and Don'ts:

#### Do:

* Cover up face and hands with any material when near a burster
* Keep a supply of water when near a burster

#### Don't:

* Come near or come in contact with a burster
* Disturb a cocooned or resting burster
Radio Backrooms' Studio

### Description:

This room looks like an average radio studio. It's one of the safest rooms, since every hostile creature (entity or human) that tries to enter will be instantly killed by Ralph's Shotgun. This room has:

* A chair, when sitting on it the person will instantly feel rest and will not get tired again while sitting on it.
* A computer desk.
* A PC with infinite stroagespace. (Ralph can lend it to you if you are nice)
* A small TV, most of the time shows static, but sometimes shows people wandering through the Backrooms. The mechanism that makes this work is unknown.
* A clock.
* A mirror, it is not recommended to look at it.
* Advanced Radio equipment cobbled together by Ralph himself.

This room also connects with a guest room where people are supposed to wait until is their turn to act in the radio show, this room includes:

* 3 armchairs, these have the same properties as the chair in the studio but significantly reduced.
* A coffee table.
* An infinite coffee machine.
* And a vending machine. Ralph has been observed refilling the machine, it is unknown where he gets his supplies.

### Ralph:

Ralph is a unique entity that lives here, he has the appearance of a common middle-age man. It seems that he doesn't eat nor sleep. He rarely talks about his past. Some people have said that "his gaze produces an indescribable calm". He likes talking with people, and if you are lucky, you can be added in the show "Talkin with Ralph" as a special guest. He also likes coffee, but he rarely drinks because he doesn't have the milk to accommodate it.

One wanderer said that Ralph asked him to give him some milk, he also said that he could give him some "juicy secrets" about the Backrooms in reward. Due to this assertion it is believed that Ralph could be an important information trader.

### Radio Backrooms:

The most important part of this room is the radio channel. In words of Ralph "this channel broadcasts 29 hours a day, 456 days a year". It's unknown if this phrase is literal or a joke. The channel has several programs which include "Level of the Day", "Talkin With Ralph" and "Survival 101" In between the programs Ralph usually puts on music, this is the best time to talk to him and he may ask guests for song requests.

You can tune into "Radio Backrooms" in every level with any device capable of listening to a radio channel. There are reports of Radio Backrooms suddenly playing in random devices even if they have no battery or are not connected to power. This has killed at least one person by heart attack.

### Entrances and Exits:

You can enter this room through any levels, the easier way is by finding a Radio Station in Level 11 or by finding a door that says "Radio Backrooms" in Level 4 or Level 21.
The world of Knife To Meet You

The game is set in an alternative universe populated by wooden puppets. As the game has a lot of blades and death types, it was created to be able t o reach also younger audiences.

## Characters

### Newton: the player character

A fired chef who is trying his abilites in a new profession: knife throwing.

### Bob: the assistant

Bob is an experienced ringmaster who tries to teach his partner. Rumours said that he was actually a human pirate long-long ago, and he started to swap all his bodyparts one by one over his carrier. First he lost his leg and made wooden leg, then his arms. The last one was his head and because he had nothing to loose and noone was scared of him as a pirate he started to learn the most dangerous profession: assistant for knife throwers, including beginners. The rumours seems to be fake because he has a father and a grandmother.

### Bob's Father

He is the owner of a glue factory which takes place under the family forest home. As a 'hat-trick' he has a pipe which is one of the hardest target in the game, because it's very small and close to his face. He usually sits in his red boss chair which he calls the 'Fine Chair'.

### Bob's Grandmother

Grandmother is a very suicidal character. She sits in a wheelchair and she sometimes start to roll without any logical reason, not caring about life theatening circumstances. Her 'hat-trick' is her wig.
The Whiteout

### Description:

**The Whiteout** is an area that can be reached through one of Level -1's doors. The Level resembles a white house that seems to be under renovation. Ladders, tools and various other items of construction can be found throughout it's rooms. People who enter **The Whiteout** report being blinded upon entrance, as the windows within said level are constntly flooded with a bright and undicernable light.

Due to the repetitive nature of **The Whiteout**, it is very easy to get lost in and you may forget the way you came from. As such, it is recommended to keep track of your movements and stay in **The Whiteout** for limited amounts of time. This is especially important because the doors leading back to Level -1 will randomly disappear after a set amount of time, which will leave you permanently trapped in the level if you do not know their location.

There are no known entities in this level, and effects on hunger and aging are mostly normal. Long term exposure to the level may result in sleep deprivation due to the blinding lights of the level, however this is considered a mild annoyance at worst.

### The Maker:

Whilst no actual entities roam this level, one mysterious man has been seen manipulating **The Whiteout** in a somewhat supernatural fashion. The man has been proven to communicate, and those who claim to have spoken to him have said he calls himself "The Maker".

The Maker wears a white suit, sometimes with or without a coat, and typically a matching hat as well. Although witnesses *have* said that he has a face, it is strangely never remembered after contact. Every photo of the maker that has shown his face is typically corrupted due to unknown reasons.

The Maker has been seen walking in-between walls, disappearing suddenly in direct visual contact, and acting almost impervious to any kind of physical contact. The source of his powers and the reach of his abilities remain unknown.

The only audio of The Maker which has been confirmed to be one hundred percent legitimate occurred when a M.E.G. explorer asked him a question, shortly after seeing him watch them sleep. It was recorded by a malfunctioning video camera which at the time was stuffed in the explorers bag.

"What are you?"

"Whatever you think I could be."

The Maker then "faded out of existence" according to the explorer's level report.

### Colonies and Outposts:

Although no official outposts or colonies exist, the area is largely regarded as an unofficial meeting area between several different groups. On occasion, deals with other groups of interest have taken place in this level with the M.E.G.

Other than this, small groups of people do live within the level, although no large communities have yet to be formed.

### Entrances and Exits:

#### Entrances:

**The Whiteout** can be accessed through a few of Level -1's doors, but it is unclear how many of these exist.

#### Exits:

The only known exit to **The Whiteout** is by going back through the door you entered from, provided it has not disappeared. This will take you back to Level -1.
Jerry

## Entity 7: Jerry

Entity Number: 7

Habitats: Level 1, Level 2, Jerry's Room

### Description:

**Jerry** is a small bird with resemblance to the hyacinth macaw parrot. Its habitat is manly Level 1, but it is occasionally in Level 2. This level is home to Jerry's "home", known as Jerry's Room, where Jerry and his followers are often found. Those who make physical contact with Kerry without taming him are subject to his indoctrination abilities. Jerry can be tamed using sunflower seeds or Almond Water. Otherwise, it is safest to avoid Jerry at all costs.

### Behaviors:

Survivors tha make physical contact with Jerry (without attempting to tame him) will be affected by his "indoctrination abilities". This basically makes the victim worship Jerry like a god, chanting phrases such as *"Jerry is everything"*, *"Jerry is what I live for"*, and *"All Hail Jerry"*. After a few hours, the assimilated will disappear to Jerry's Room, where they will remain until they choose to exit and "spread the word of Jerry". Jerry's followers will act like mindless zombies until they reach Jerry's Room, at which point they will regain control of themselves, and will now worship Jerry as if his god-like status was ingrained into their mind.

Unless you are attempting to tame Jerry, he will make chase when sees you. According to a certain report, those who manage to outrun Jerry and avoid being assimilated willbe instantly no-clipped into the ground. Whether or not Jerry has the ability to cause others to noclip is still being investigated. Jerry will typically either wander Level 1 and 2, or sit on a wooden perch in Jerry's Room. Here, followers will kneel before him and chant to him.

### Biology:

Jerry has a physical appearace of an adolescent male macaw parrot, with blue and white feathers. Jerry's diet consists mainly of sunflower seeds and Almond Water. By slowly approaching Jerry with almond water or sunflower seeds, Jerry can be tamed. Taming Jerry will allow you to hold him and not be affected by his indoctrination abilities. After a few days of being tamed, Jerry will fly away and will not assimilate the tamer if contact is made again. Jerry has been reported to have noclipping abilities, and other powers that he has are currently unknown.

### Do's and Don'ts:

#### Do:

* Steer clear of Jerry if you cannot tame him
* Keep a bottle of almond water or packer of sunflower seeds if you intend to tame him
* Brace for sudden noclipping if you manage to escape

#### Don't:

* Approach Jerry without the intention of taming him
* Speak negatively of Jerry in the presence of his followers
* Allow yourself to become indoctrinated by Jerry
Level 100

## Level 100: "Silent Sounds"

### Description:

Level 100 is comprised of a straight path of sand with an infinitely expanding ocean. The sand looks smooth, with the path itself going on for an unknown amount of time. From the singular explorer that travelled here however, the sand trail doesn't seem to have an end or start point. While going along this trail, one can occasionally encounter random objects. These objects will usually be personal belongings like cell-phones, photos, articles of clothing and other small items that would be carried by an individual.

Information on this level is limited due to only having been explored once. From the information learned, it seems that going far enough down the beach trail eventually leads to the occasional gravestone. Carved on each one is a drawing of a face, although each drawing is childish and rudimentary, the explorer described them as looking calm as though they're at peace. As well as faces, all the headstones have dates on them. It's currently unknown why they're there. But they are theorised to be the date of death, given that they're on a memorial.

Both sides of the ocean of Level 100 are infinite, as even after swimming for multiple minutes, the explorer stated that the horizon never changed and the ocean just kept on expanding outwards. After taking some time to recuperate, the explorer decided to dive into the ocean depths. The ocean was mostly featureless, comprised entirely of sand. Once can get clear visibility under the water, which easily displays the endless descent of the ocean floor. All comprised of nothing but sand, which eventually solidifies and clumps into rock.

### The Shadow:

The Shadow is an entity that is viewable only in one's peripheral vision, although there have been reports of The Shadow on many levels in the Backrooms, the main residence for the entity is theorized to be Level 100. Although it was initially believed to be invisible, new research has shown that the entity has extremely sophiscated Camouflage, being able to accurately mask itself in the environment to the point where seeing it is almost impossible, leaving only its shadow visible.

### Entrances and Exits:

#### Entrances:

The true way of entry is currently unknown, since any attempts to recreate the original way inside have proved fruitless. Nevertheless, the previous way of entry was to play dead until The Shadow transported you to Level 100. This first time this happened was on Level 11.

#### Exits:

To leave, one has to tamper with the objects and presumably gravestones scattered along the beach. Doing so will attract the presence of The Shadow, who will then transport you to Level 0.
The Party Hosts

## Entity 167: The Party Hosts

Entity Number: 167

Habitat: Level Fun =), Level 188, ~~Level 20~~ (Deceased).

### Description:

**Party Hosts** are huge glutenouns monstrosities that appear to be made out of cake, with one huge human-like eye in the center of the mass. **Party Hosts** are immobile and cannot move as they are seen stuck to surfaces, including ceilings. They appear to be the leaders of Entity 67, otherwise known as "Partygoers".

### Behaviors:

**Party Hosts** are immobile, and cannot move in order to engage in hostile activities. The Party Hosts can only feed whenever its prey is in range. Partygoers seem to feed the **Party Hosts** when they capture Wanderers that cannot be transformed. When the prey is in range, the eye of the **Party Host** will open up and reveal a mouth-like system with multiple teeth and proceed to release long ribbon-like appendages that wrap around the Wanderer and then slowly drags the Wanderer into the buccal cavity. No average Wanderer has ever escaped a **Party Host** at the moment. According to witnesses, Partygoers are somehow able to communicate with the **Party Hosts** and eventually edit entries on our Database eventually ending with '+)' with the plus symbol resembling the large eye of **Entity 167**. It is recommended to not trust any entry containing that combination of symbols. Partygoers usually listen to commands given by the hosts, similar to a hive-mind system.

### Biology:

**Party Hosts** are usually the size of the entire surface they are attached to. The **Party Host's** bodies are made out of substances that resemble cake and icing out of multiple different flavors. Their bodies are thick and can go up to two (2) meters. In the center of the entity is one large human-like eye, which is capable of movement and blinking. When opened, it has a set of large displaced teeth that seem to resemble birthday candles. Long appendages can be released from the buccal cavit that seem to resemble long ribbons in various colors.

### Discovery:

**Party Hosts** were discovered when istances of Partygoers were seen wandering Level 20. Teams from M.E.G. Regiment "Wild Warriors" were sent to deal with the recent infestation in what was once a safe level. A room was discovered by Team 'Joey' of "Wild Warriors" and few Volunterers in said level that contained an instance of the **Party Hosts**. The entity was terminated around thirty (30) minutes later which greatly decreased the infestation wave. Very few Partygoers can be seen in Level 20 still wandering around.

### Do's and Don'ts:

#### Do:

* Do not enter Level Fun =) and stay away from it at all costs.
* If a **Party Host** is spotted, please evacuate the area.
The Artist

## Entity 41: The Artist

Entity Number: 41

Habitat: Level 57's Studio

This Studio, while large, is not infinite. There is an exit to Level 21 that she will show you to. The layout of the room changes often; however, the items in it remain constant.

### Description:

The Artist is a teenage girl who is of average height with brown hair and eyes that have an indeterminable color -they seem to vary from blue to hazel to green. She wears purple glasses and pajamas. When asked about this, she replies "Why would I wear real clothes all the time when I don't have to?" When asked about her name, she states that she doesn't know and that it doesn't matter. She acts very eccentric and happy at times, and especially appreciates visitors to her "exhibit". She doesn't ever leave her studio unless she's hanging a picture up, and she only paints what she "feels like." She has no knowledge of The Backrooms and appears to forget about them when told.

### Do's and Don'ts:

#### Do:

* Approach and talk to her in a mature manner
* Compliment her artwork, she'll quickly take a liking to you
* Ask for a way out, she'll gladly help

#### Don't:

* Take pictures of her or her art without permission
* Talk down to her
* Tell her about the Backrooms
* Tell her she is like other girls

By abiding by these dos and don'ts, you guarantee asylum, a safe way out, and supplies she's more than willing to give, such as Almond Water and food, all of which she claims that she gets from "Some random room with a bunch of snacks." Whether or not she is referring to Level 6.1 is unknown. By failing to follow this advice, one is instantly teleported out of the Studio and the door becomes locked, effectively blocking off the only predictable and safe method of exit.
Level 52

## Level 52: "School Hallways"

### Description:

**Level 52** is a 100 Mile school hallway that has lockers on both sides, cameras are spotted here and there is a surveillance room. Don't let the door that you can just barely see at the end fool you because that just leads to another hallway. After 30 miles away from the entrance point you will start hearing teens and teachers in the classrooms, you can enter the classrooms and they contain supplies like soda, chips, Almond Water and school essentials. At 50 miles in the halls lights will be off and you get a sense of unease feeling like somebody is watching you. The main reason of this feeling is unknown and make sure to watch your back or come with more people like a group of 5 people at least. The only known entities found here are known as teachers and The Principal. The Principal is a male person with regular facial features and is not hostile or ever is but can be angered. If angered he will drag you to the Principal's Office and lecture you but will not attack you, he will call "Your mother" and send you back to class or leave you in the hall. The classroom is a normal classroom and has windows, the blinds will be stuck shut and there will always be a teacher and students in the classroom. They are not hostile and also have facial features and are willing to trade snacks and things for more valuable items.

### Entities:

The only known entities to wander this level are The Principal, Teachers and Students.

### The Fun War:

The Fun War was an Event that took place on **Level 52** when on September 6-7, 2020 the now extinct Partypoopers decided to break bonds with the Partygoers and revolt on them to stop their parties. For further support, the Partygoers decided to recruit Explorers, claiming that explorers who will help them will get to leave the Backrooms. Because of this, many explorers decided to get into Level Fun, for a desire to leave the Backrooms. That night the Battles begun, and the following morning the Partygoers claimed that they won The Fun War, and only one human lost their life on their side during the war. The humans never left the Backrooms Due to the events of the war, the Students, Teachers, and The Principal started to show signs of PTSD, because of the violence they saw during the Night of the battles.

### Entrances and Exits:

The only entrances is through a Brown bricked building saying M. David High School in Level 11 or imagining a high school in Level 18. To exit you must take it to the Main Office. The exit will take you to Level 53.
The Bloodcurdling Nightmare

Initially considered a sub-level of Level 57 before its reclassification as an enigmatic level after the M.E.G. discovered new information, The Bloodcurdling Nightmare appears to be a continuation of Level 57's art exhibition. However, instead of showcasing paintings created by The Artist, The Bloodcurdling Nightmare seems to display abstract sculptures of supernatural origin.

Despite the sculptures' innocuous appearances, upon close contact with any of them, the entire gallery will begin to distort. The extent of distortion depends on the sculpture, but the majority of them will alter the level's appearance, whether by moving the walls, changing the color, or dissolving the art gallery illusion completely. Despite attempts to understand this phenomenon, the M.E.G. has not been able to determine whether close contact with the sculptures reveals the level's true reality or simply replaces the current illusion with another.

Researchers have theorized that The Bloodcurdling Nightmare's art gallery façade serves primarily to convince unsuspecting wanderers of its safety. Before the art gallery illusion collapses, wanderers within the exhibition report possessing an unusual fixation with the sculptures, as if the sculptures are beckoning humans to approach them. This compulsion is relatively strong—few wanderers will successfully resist the impulse to walk towards the sculptures.

While in sculptural ecstasy, wanderers can expect to hear incomprehensible whispers, a constant ringing in the ears, and the deafening sound of glass shattering. Affected wanderers will stand perfectly still, quietly chanting the word "consume" periodically. According to eyewitnesses, breaking wanderers out of the trance is difficult and hazardous. Common procedure is to push or pull the victim far enough away from the sculpture for the effects to disappear. However, many wanderers have unfortunately become victims themselves while performing rescue attempts.

Visual and auditory hallucinations will vary between wanderers, but those stuck in a trance will slowly approach the sculpture affecting them. When an endangered wanderer is approximately one foot away, the sculpture glows brightly, draining the victim's life force and temporarily blinding everyone currently looking at it. After that, the dead victim slumps to the floor, no-clipping through it and disappearing into an endless abyss.

### Entrances and Exits:

#### Entrances:

The Bloodcurdling Nightmare can be entered by accessing the secret compartment located under multiple desks in Level 52, Level 57, and Level 117.

#### Exits:

The doors located below the various green "EXIT" signs will all lead wanderers to Level 57.
Entities List

See also: Enigmatic Entities, Joke Entities

### Entities 1-99:

Entity 1 - [NO DATA]

Entity 2 - The Windows

Entity 3 - Smiler

* Entity 3A - Frowner

Entity 4 - Deathmoths

Entity 5 - Clump

Entity 6 - Dullers

Entity 7 - Jerry

Entity 8 - Hound

Entity 9 - Facelings

Entity 10 - Skin-Stealer

Entity 11 - Bursters

Entity 13 - Hydrolitis Plague'

Entity 14 - Reviooks

Entity 15 - Wretches

* Entity 15A - Gymsanities

Entity 17 - Crawlers

Entity 18 - The ~~Gentleman~~ Beast of Level 5

Entity 20 - The Thing On Level 7

Entity 21 - The Frayed

Entity 22 - Warning Kites

Entity 24 - Death Rats

Entity 26 - Samantha

Entity 28 - The Denizens

Entity 30 - Mother

Entity 31 - Camo Crawlers

Entity 32 - Animations

Entity 33 - **THE KING**

Entity 34 - Dollface

Entity 37 - Curabitur Bird

Entity 41 - The Artist

Entity 42 - The Memory Worm

Entity 48 - Aiden

Entity 53 - The Crawlspace Creature

Entity 61 - Coconut Snares

Entity 62 - Aranea Membri

Entity 63 - The Mangled

Entity 67 - Partygoers

* Entity 67A - Sanguine Festivus
* Entity 67Z - Spoggors

Entity 68 - Partypoopers

Entity 74 - Argos

Entity 75 - Wranglers

Entity 79 - The Hikari

Entity 81 - Elevators

Entity 91 - Mr. Freeman

Entity 94 - Clickers

Entity 96 - The Neighborhood Watch

Entity 99 - The Game Master

### Entities 100-199:

Entity 101 - Demo Smiler

Entity 104 - Photoshop

Entity 110 - Carnivorous Balloons

Entity 111 - The Housekeeper

Entity 114 - Penumbras

Entity 115 - Created Ones

Entity 121 - The Bone Thieves

Entity 131 - The Concierge

Entity 132 - TV Heads

Entity 135 - The Bellhopper

Entity 141 - Ambassadors

Entity 167 - The Party Hosts

Entity 183 - Carnies

Entity 185 - The Comedian

Entity 187 - Servants

Entity 197 - Jazzheads

Entity 198 - The Plush Dino

### Entities 700-799:

Entity 720 - Tiny

Entity 776 - Junkhunks
Level 68

## Level 68: "The Eater"

### Description:

**Level 68** physically resembles of a massive movie theater complex; with long stretching corridors lined with doors each leading to a room. These rooms have rows of chairs which vary in number and design; however, they invariably are colored red with a mucus-like substance coating the surface. Despite these abnormalities and overall distasteful characteristics, humans will often be inclined to seat themselves in the nearest chair which is usually described as abnormally comfortable.

Once all individuals present within the room are seated, the chairs will release a chemical enzyme which will rapidly melt and re-solidify human tissue and organic fabrics; often resulting in an individual becoming fused to the chair making it impossible for one to remove themselves from it; though due to the effect these chairs have on the human mind, this often goes unnoticed.

Once this process is complete, a film will begin to play on the screen in the room. These videos are unique to each specific room and do not correlate with any existing films outside of the Backrooms. These movies are often graphic in nature; though people viewing it do not respond in ways that would normally be expected in such situations such as repulsion or disgust, possibly meaning that these videos may have a hypnotic affect.

Once the movie ends, those who were watching it will begin to seize violently before dying due to shock. Following this, the body will be broken-down via digestive enzymes and absorbed by the chairs and siphoned into other parts of **Level 68** possibly for survival. Taking this into account, it is not recommended that those in **Level 68** enter these rooms.

### Entrances and Exits:

#### Entrances:

**Level 68** can be entered by finding a theater in Level 11.

#### Exits:

* Noclipping into the movie screen will take you to Level 94.
* Some of the doors in the corridor parts of the level have red doors that resemble one of the doors in Level 117. Going through these doors will take you to Level 74.
Level 99

## Level 99: "The Way Ahead Feels Lonely"

### Description:

**Level 99** is a six-kilometer long hallway with a checkered floor path only goin straight and giant red mushrooms with realistic eye decals on both sides of the path, these eye decals cannot move, however the imagery of the eyes themselves can appear as if they are observing their surroundings. The eyes do not contribute to the mass of the mushrooms and will typically manifest in clusters on these mushrooms, where they manifest and re-manifest continuously by opening and closing their imaginery eyelids. The eyes have variable iris colors, and typically respect the commonly found colors that are found among the Wanderers that venture through the checkered path however occasionally they can be found as entirely monochrome or the bright red color that the mushrooms have. Despite their appearance, these mushroom are not entities. As **Level 99** is completely devoid of any entities or beings, except for the mushroom found at the start of the level.

A black sky is present in **Level 99**, though it does not affect the Wanderer's visibility, which in this level, is approximately twenty-three (23) to twenty-seven (27) meters. As the wanderers follows the checkered path, more parts of the path will be generated similar to how a video game loads unloaded chunks.

When the wanderer first enters **Level 99**, they will come across a 64 x 64 checkered floor, with a mushroom on the left of where the Wanderer first arrived at. Unlike the other mushrooms, this mushroom's eyes aren't decals. This mushroom can speak, but only when the Wanderer speaks first to it. At the end of this area, one will find the path that makes up the rest of the level.

At the two-kilometer mark, the red mushrooms will start to no longer have the eye decals. Which is a sign that the wanderer is nearing the end point of the level. At this point, the Wanderer, regardless if they were walking or running, will to feel extremely tired and feel like they need a rest. Despite this feeling, it is unadvised the rest or stop at this point within **Level 99** as doing so will cause the Wanderer to be sent back to the start. Having them walk or run the path all over again.

### Colonies and Outposts:

Setting up a colony or outpost in **Level 99** is impossible due to the isolating nature of the level.

### Entrances and Exits:

#### Entrances:

* Common entrances to **Level 99** can be found by going through a checkered door in Level 0, Level 4, Level 98, Level 189, or Level 389.
* On rare occasions, certain houses in Level 94 can lead to **Level 99**.
* Noclipping through a checkered window in Level 188 can also lead to **Level 99**.

#### Exits:

* The only exit is a wooden door with a circular glass window showing a flat beach and bouey found at the center of the door, this door is guaranteed to lead to Level 100.
Level 12

## Level 12: "The Censored Level"

### Description:

**Level 12** appears to possess a simple effect not shared by any known level, in that it censors itself. Any attempts to record or photograph **Level 12** will result in either a simple white image or a mass noise and TV static. When uploaded to another device, footage of **Level 12** will convert into a standard SMPTE testing screen, lacking any color. It is unknown why or how this change occurs. Any information included with footage or image data, such as a filename, is also censored.

**Level 12**'s environment is by far one of the most basic: a small, brightly lit, white-painted room containing nothing more than a table and a chair, as well an adjacent locked door. Many Wanderers report having entered and successfully escaped the level, though the exact method by which this is achieved is unknown and rarely remembered by survivors. This is likely due to **Level 12**'s inherent censoring properties. As of yet, no **Level 12** entity sightings have been appended to the M.E.G. database.

### Entrances and Exits:

#### Entrances:

It is unknown exactly how transport to **Level 12** is achieved, however, several reports state that a Window entity within Level 11 can be used as a guideline to safely noclip into the level.

#### Exits:

Following extensive research, the escape route discovered by Prov. Team Matrix may transport Wanderers to Level -1, Level 1, Level 4, Level 10, Level 13, Level 15, Level 19, Level 25 or Level 34.
Level 45

## Level 45: "Abyss-ness Inc."

### Description:

**Level 45** is an inky void sparsely populated by floating skyscrapers that appear to be near exact copies of buildings that can be found in The Frontrooms. The exact number of skyscrapers are arranged in a radical pattern centering around a building which is structurally identical to the Empire State Building of the Frontrooms New York City.

Buildings close to the center of this radical pattern have a constant flow of electricity and are completely free of entities other than those brought in by the BRC), while buildings farther out have frequent blackouts and infestations of Deathmoths. The population of the Deathmoths are kept in check by **Level 45's** other native entity, the Curabitur Bird. These creatures float through the abyss and create an almost starlike pattern of yellow bioluminescent lights.

Each skyscraper in **Level 45** creates its own local fiels of gravity that is relative to the orientation of the structure. Any object that is thrown out of the building will float weightlessly until it comes into the influence of another skyscraper's gravity. It should be noted that this weightless effect does *not* extend to most living things. If a human or an entity were to drop off the edge of one of these skyscrapers, they would continue to be affected by gravity in the direction of the skyscraper which they had just exited. Unless intercepted, they would proceed to fall into th abyss, and from this point it is unknown what becomes of them.

The interiors of each building are fully furnished with what is assumed to be exactly what was inside each building when it was copied. This includes everything from computers, to water coolers, to houseplants and more. Unfortunately, none of it is actually functional as close inspection reveals every item to be elaborate Styrofoam sculptures. This has necessitated any groups looking to take advantage of the relative safety of **Level 45** to bring their own equipment from other areas of the Backrooms.

Currently, the only way to safely travel between buildings are through fire escapes. Rather than leading outside, each fire escape acts as a consistent gateway to a nearby skyscraper.

### Colonies and Outposts:

#### The Backrooms Research Consortium HQ:

* This is the main Outpost of the B.R.C.
* The community is composed of many labs and offices inside of the faux Empire State building dedicated to general research of Backrooms Phenomena.
	+ The lower floors of the HQ contain hostile entities brought in from other levels for experimentation.

### Entrances and Exits:

#### Entrances:

* This level is accessible from The Hub.
* The Exit near the Oak tree in Level 90 occasionally leads here.

#### Exits:

Leaving through the front entrance of the Faux Empire State building will put you back in The Hub.
Level HELP

### Description:

Level "HELP" (so-named based on the filename's source) is an unconfirmed but highly-probable location which may be partially separate from the rest of the Backrooms. It may function as a type of prison for beings banished there by The Keymaster.

Based on the source file's description, the location is an expansive pocket dimension. Most of it is a relatively-empty void populated by sporadic energy storms, absent of any content except for its "centerpiece." At an undetermined point in the realm resides a cloceise-turning structure in which beings are held prisoner. It is a collection of cubical holding cells loosely organized in the shape of a downward-pointing cone, with each semi-circular row of cells consisting of a gradually smaller amount as it approaches the tip. A glowing pulsing orb of unknown properties resides in the center of the structure's end point. The cells themselves consist of stone walls with wrought iron bars, and the dimensions of each individual cell are perfectly tailored to the maximum reach distance of its occupant.

### Entrances and Exits:

#### Entrances:

The source file indicates that this realm can only be accessed if one is banished by The Keymaster. He must be provoked to a certain degree, prompting him to retaliate by opening a dimensional rift with a key and sending the instigator through it.

#### Exits:

No exit could be determined from the data.
The Blackout

### Description:

The Blackout is a perfect mirror of The Whiteout. It represents an abandoned and forgotten house, infested with cobwebs and extremely fragile floorboards. A large section is also burned and infested with mold. Unlike The Whiteout, this level is infested with Hounds, Smilers, and The Frayed.

Occasionally voices can be heard echoing in the halls, although they cannot be reached. Screams can also be heard behind you, although no source can be found for this other than the mind.

Unlike The Whiteout's windows, the windows in The Blackout can be looked through. When looked through, it appears to be a field in the time of midnight. The windows cannot be broken, and there is no way to get to that area. It is also the same area for every window, which may suggest the location is not real at all. Shadowy figures can occasionally be seen walking in the distant hills, with white glowing eyes.

### The Bride:

"The Bride" is the only Entity that is completely exclusive to this level. She is a spectral creature which takes the appearance of a dead woman in a wedding gown. She does not attack, however will begin to follow you from a distance after you first encounter her (Usually sobbing quietly in a room). The bride may have some connection to the house, or The Whiteout, however it is unconfirmed.

The Maker appears to have some connection to The Bride, and can be seen behind her at times in photographs scattered throughout The Blackout. However, he does not hace an actual presence within this level.

### Colonies and Outposts:

Every group that has traveled into The Blackout has inevitably died, as there is no escape nor constant supplies to be found.

### Entrances and Exits:

To enter, you must travel far into The Whiteout. You will eventually come across a grey door, which will lead to The Blackout and lock behind you.

There is no confirmed exit, however one leading to Level ! is theorized to exist.