recursal/Fanatic-Fandom huggingface dataset:
Alfie

Alfie (b. 00's) was one of the riders with the Weaver and a cousin of Mitchell Henderson.

## Relationships

### Family

* Unnamed parents
* Mitchell Henderson (cousin)

## Physical appearance

Alfie is a young boy with dark brown eyes, light brown skin and black hair. His height is not known.

## Early life

Not much is known about Alfie's early life except that he was born and raised in The Island. His parents names are currently unknown. Alfie is a cousin of Mitchell, however it is not known whether Mitchell is related to him from Ruth's or Ira's side of family.

One day, Alfie was taken away by the Weaver and bonded with a wild unicorn. Alfie's exact fate is not known, although he was saved from the Weaver later on. It is not known what Alfie is doing now although he possibly goes to school somewhere in The Island.

## Etymology

* "Alfie" is a name deriving from the Old English "Aelfraed," meaning "elf," "counsel," and "wise."
Lightstick

**Lightstick** is a contestant on The Price for Knowledge. They are the Team Captain on Team 2

## Appearance

Lightstick has a green stick with a light mint button and an aquamarine head. The stick has a thorn pattern running along it diagonally. The head has a heart shaped bulb in the middle and a flower shaped plastic with three thin bits of plastic holding the head into place.
Level 44

"Rustling Leaves"

Threat Level: Low

Entity Count: Low

Security: Pristine

## Appearance

Level 44 is a gigantic, presumably infinite forest with many anomalous properties. Supplies are uncommon here, and it is hard to set up a base or even find other people on this level. Bird chirping, twig snapping, occasional chatter, and rustling can all be heard during the day. During the night, insect chattering and whispers as well as rustling and twig snapping can be heard. When you first clip into this level, you will be set on a northward path. You can find branches of more path off of this path as well as intersections. Taking these intersections and losing sight of the previous path will cause the previous path to morph into the path as seen now, making it hard to backtrack properly. You can find people here, although it is only possible if you clip in with them at around the same times at the same spot.

## Entities

Grinners lurk the night, swinging between the treetops. Your best bet is to find a trench or build a camoflauged shelter for the night in order to survive.

## Entrances and Exits

Entrances:

It is rumored that using a fire exit on Level 43 takes you here

Exits:

Finding a house and entering it takes you to Level 44.4

If you go on for long enough, it may begin to storm. If you keep going you will eventually be brought to Level 45.

## Bases and Outposts

No bases have been established here, but a small abandoned tent with signs of human habitation was reported to be found on the level once.

Author(s): Kittysnail, credit to TreeBruh for the image!
Ajay

Ajay (b. 2009) was a rider and a Fire wielder at The Eyrie from 2022-2027, bonded with unicorn Smoldering Danger. He was in quartet with Mariam, Charlie, and Lawrence, however Lawrence and Charlie were declared as nomads.

## Relationships

### Quartet

* Charlie (formerly)
* Mariam
* Lawrence (formerly)
* Roberta Bruna (temporary)

## Affilation

### Loyalty

* The Eyrie
* The Island

## Physical appearance

Ajay is a teenage boy whose hair color is presumed to be black, while his eye color is possibly brown. He likely has light brown skin. Ajay's height as well as mutation are currently unknown. He is likely British of Indian descent because of his indicating so, just like Rickesh, Anushka and Divia.

## Early Life

Ajay was born raised in The Island with his Indian-British family. Just like some other 13 year olds, he was called to try the door at the Hatchery. Ajay hatched his unicorn named Smoldering Danger and received the Fire element.

Ajay got into quartet with a Water wielder Mariam, an Air wielder Lawrence, and an Earth wielder Charlie. One of his quartet members, Lawrence, was declared as nomad in the first book. Later Charlie was also declared as a nomad in the second book. Only him and Mariam are still in the quartet. Ajay and Mariam are currently successfully training at the Eyrie with their unicorns: Smoldering Danger and Old Starlight.

## Etymology

* Ajay is a name of Indian origin meaning "invincible".
The Price of Knowledge Wiki

**Welcome to the The Price of Knowledge Wiki!**
A fandom wiki for an Object Show called The Price for Knowledge created by SweetBee / Benthobars

### Explore:

TECHThe Price for KnowledgeWe're a collaborative community website about The Price of Knowledge that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started
13 Gauge Shells

## About

13 Gauge Shells are grey and blue colored shells meant for use in the Triple Barrel Shotgun. They are about as common as Triple Barrel Shotguns themselves (rare) and usually around 4-9 are found close to to Triple Barrel Shotguns but they can be found alone, usually in bunches of 2-4.

## Initial Finding

Multiple were found alongside a triple barrel shotgun on Level 7.

Author(s): kittysnail
Level 6

"Descent"

Threat Level: High

Entity Count: Moderate

Security: Moderate

## Appearance

Level 6 is a descending wooden stairwell that seems to go down nearly infinitely. The lights on this stairwell start on, however with time, they will dim and eventually shut off completely. The further you go down, the more dangerous it gets. Rooms and intersections leading into more downwards stairwell can also be found. This level is nearly entirely devoid of supplies, so make sure to stock up on supplies as due to the long amount of time you will likely be here, if you are not murdered you will either go insane or die of dehydration or starvation.

## Entities

Shadow Eyes, Distorted, Stalkers and Identities are the only reported entities on this level and only ever seem to come from behind wanderers.

## Entrances/Exits

Entrances:

Finding an office door in Level 5 and entering it will lead you to the top of the staircase.

Exits:

Your entrance door will be locked behind you. Breaking it down and going through it will bring you to any random positive level

Breaking through the wall brings you to a random negative level

No-clipping into the staircase brings you to Level -6

Reaching the bottom of the staircase (this may take days) and entering the door at the bottom will bring you to Level 7

## Bases and Outposts

Due to the claustrophobic and hostile nature of this level, setting up bases has proved to be impossible

Author(s): kittysnail, credit to Cameronzzz for the image
Level 42

"House of Stairs"

Threat Level: Low

Entity Count: Moderate

Security: High

## Appearance

Level 42 appears to be an infinite household of undetermined size with various anomalous properties attached to it. The main area of the level appears to be a mess of household staircases going upwards with rooms branching off of them. As you traverse this level, lots of supplies can be very commonly found. Lots of wanderers also like to live here and it is treated as a pit stop before further levels by most. Also, make sure to steer clear of any dark rooms. Unknown entities live inside of them and will snatch you in with you never being seen agan.

## Entities

The only known entities to inhabit this level are Deathspiders and Torphyics as well as the unknown entities inside of the dark parts of the level.

## Entrances and Exits

Entrances:

Touching black grass in Level 41

Exits:

Finding a fire exit and entering it takes you to any exterior level

Taking an elevator will take you to Level 43

## Bases and Outposts

### I.S.O.W.C Base Stairwell

A small base with 30 members. Lightly armed.

Author(s): Kittysnail
Wreeches

Habitats: Some of the later levels

## Appearance

Wreeches are dangerous but rare entities. They look like 6-armed grey colored humanoid monsters with stub hands and feet. They have 3 arms on each side of their body. Their heads are very deformed and are squished down and are flatter than a human head. On their head they have red piercing glowing eyes. They have very unique footsteps, being loud stomps with unnatural echoing and squishing sounds.

## Behavior

Wreeches wander the Wiltedrooms in search of prey. When spot some, they will not stop hunting it down. They will find it.

## Do's and Don'ts

Do:

RUN

Dont:

LET IT FIND YOU

Author(s): kittysnail
Level 27

"The Dungeon"

Threat Level: High

Entity Count: Moderate

Security: Low

## Appearance

Level 27 is an expansive complex constructed out of stone bricks illuminated by forever burning torches. The level mainly consists of empty hallways, side rooms and prison cells. The prison cells open and close periodically, sometimes even trapping you or entities inside. Getting trapped in the cells can be dangerous, as you could be in there for up to multiple hours at a time and entities could get in and kill you, or worse you could get trapped in there with entities. Metal pipes can also be found on the level, on the walls, ceilings and floors uncommonly. Loose bricks can also be found and bricks on the floor but the pipes and the bricks seem to serve zero purpose aside from being annoying. Multiple stories can be found, with staircases and metal ladders connecting them. You start on an in-between story, and the further you go down or up the more decrepit the level gets until it is near untraversable. Even entities don't live at some heights/depths.

## Entities

Level 27 is filled with various entities to watch out for and avoid, including: Scrapers, Distorted, Identities, Deathspiders, Blorgs, Grinners and Twisted.

## Entrances/Exits

Entrances:

There is a 75% chance for you to be sent here upon using an elevator in level 26

Exits:

Going 100 floors up takes you to level 28

Going down 100 floors takes you to Level 26

Finding a wooden door and entering it brings you to level 10

Falling off a metal ladder (not intentionally) takes you to Level 23

## Bases/Outposts

No bases and outposts exist on this level at this moment

Author(s): kittysnail
Level 24

"House of Paintings"

Threat Level: Moderate

Entity Count: Moderate

Security: Moderate

## Appearance

Level 24 is an infinite suburban household illuminated by buzzing florescent lights that is almost entirely devoid of furniture. The level has drywall ceilings, walls covered with colorful wallpaper and a hardwood floor. The level consists less of hallways as it does rooms connected to each other by gaps. Paintings can be found on the walls, some being completely abstract, of entities, of levels or of some completely unknown things. Sometimes rusting metal pipes can be found on the ceilings or in corners that contain contaminated void soda. Do not drink it.

## Entities

Scrapers, Fake Doors, Wreeches and Dreadroaches are the only entities on this level.

## Entrances/Exits

Entrances:

Entering a hatch in a house in Level 23 brings you here

Exits:

No-clipping into a painting of a level will take you to the corresponding level

Finding an elevator and using it takes one to Level 25

Going down a metal staircase brings you to Level 24.3

## Bases and Outposts

### I.S.O.W.C Base Painting

I.S.O.W.C Base Painting is a sizable base with around 39 members. They will accept new members and will trade.

### Backyards Visitor Outpost Carpet

A small outpost set up on the level meant for resting before the exploration of even deeper levels.

### W.E.G Base Florescent

A W.E.G base that will guide wanderers to any exits to the level.

Author(s): kittysnail
Persephone O'Sullivan

Persephone O'Sullivan (b. around 80's) was a Water instructor at The Eyrie, bonded with unicorn Celestial Seabird.

## Affilation

### Loyalty

* The Island
* The Eyrie

## Appearances

### Book Appearances

* Skandar and the Unicorn Thief
* Skandar and the Phantom Rider

## Physical appearance

Persephone is a woman with white skin and piercing blue eyes. She is tall and she has spiky grey short hair, it is assumed that her natural hair color is brown. Her eyes are like whirlpools because of her mutation. It is not exactly known whether she was born with her deep blue eyes, or they turned this color after her mutation along with turning to look like whirlpools.

## Early life

Not much is known about Persephone's early life except that she was born and raised in The Island. When she was 13 years old, she was called to The Eyrie to try the Hatchery door. She hatched unicorn named Celestial Seabird and received the Water element. After finishing her studies at The Eyrie, she became a Water instructor.

## Personality

Persephone is described to look quite intimidating and she can seem cold. However, she is deeply passionate about her job and she actually cares a lot about teaching her students. Persephone is great at her job as an instructor.

O'Sullivan always makes sure to call out injustice or prejudice. It can be clearly seen when she defends Skandar Smith against accusations of him being a threat to other riders or The Island in general.

She is also encouraging person considering that in the second book she constantly tries to encourage Skandar to not be ashamed of the fact that he is a Spirit wielder and wants him to use his element during unicorn battle lessons.

## Etymology

* Persephone is a name of Greek origin which means "the bringer of death".
* O'Sullivan is a last name of Irish origin which means "the descendant of the hawk-eyed".
Tom Nazari

Thomas "Tom" Nazari (b. possibly 90's) was a Chaos Cup rider and a Fire Wielder, bonded with Unicorn named Devil's On Tiers.

## Physical Appearance

Tom is a man with brown hair, brown eyes, and he has presumably olive skin. Tom might be tall and his mutation is not specified. He is likely a British of Iranian and italian descent because of his surname indicating so.

## Early Life

Not much is known about Tom's early life except that he was born and raised in The Island. Just like some 13 years old, he was called to try the doors at the Hatchery. He hatched his unicorn named Devil's On Tiers, and received the Fire element. After finishing his studies at The Eyrie, he became a Chaos Cup rider. At the 2022 Chaos Cup he competed against other famous riders such as Hilary Winters, Alody Birch, Frederico Jones, Aspen McGrath and Emma Templeton.

## Personality

### Etymology

* Tom is a name meaning "A short form of the name Thomas, meaning twins" from Aramaic origin.
* Nazari is a surname meaning "Son of Nazar" from Persian and Italian origin.
Level 21

"Overgrowth"

Threat Level: Moderate

Entity Count: Moderate

Security: Moderate

## Appearance

**Level 21** is an overgrown and abandoned suburb covered in moss and vines and is filled with large trees. The level has a day-night cycle and most entities come out at nighttime. The houses on the level are modern in design and appearance but due to how overgrown they are they aren't very safe to stay however it is better than being out on the streets, and as previously mentioned lots of entities tend to come out at nighttime. Useful supplies like Lockpicks and Lighters can be found inside of the houses alongside other things like Void Soda, Cashew Chips, Coca Cola Abyss, Bludrink and a few other items. The level seems to be restricted in size, with you only being able to go 40 miles where the level will loop back around. Occasionally, cars can be found on the level. They are usually in disrepair, having missing parts, being rusted, etc. The cars seem to be the same cars found on Level 11, requiring no key and no gasoline to run. Going farther out into the level, around 20-25 miles out, areas with offices, museums, diners, and other town buildings can be found. These areas are typically more dangerous and even more overgrown, so it is best to avoid these if possible.

## Entities

Some entities come out at daytime, but the majority of them come out at nighttime. Entities include: Torphyic, Tape Tormenters, Blorgs, Scrapers, Rotmoss, and Twisted. however, some people claim they have spotted The Acrobat lurking the level at night however this has been unconfirmed and has only been claimed a few times without any evidence to support it.

## Entrances/Exits

Entrances:

No-clipping into the floor on Level 20 brings you here

Exits:

Going too far into the forests of **Level 21** brings you to Level 22

Entering a hatch in the basement of one of the houses if you find one takes you to Level 23

No-clipping into a car brings you to Level 11

## Bases and Outposts

### The Explorers

The Explorers are a group of people that want to fully explore level 21 and study it for their own reasons, however they seem to be affiliated with the W.E.G

### Backyards Visitor Base Greenvine

A Backyards visitor base stationed on level 21. They have taken interest in level 20 due to its similarity to level 2 of the backyards

### I.S.O.W.C Base Overgrowth

An I.S.O.W.C Base stationed in a small forest grown off the side of the level, has lots of equipment and will supply wanderers with useful items such as Void Soda and Triple Barrel Shotguns.

### Base Moss

Base moss is a small village organized by the W.E.G and the I.S.O.W.C with around 20 members

Author(s): kittysnail
The I.S.O.W.C

## Description

The I.S.O.W.C (International State of Wiltedrooms Colonization) is a giant organization of people that are attempting to colonize the wiltedrooms for human habitation, and have many bases and groups everywhere and are on good relations with most other groups.

## Relations

The W.E.G - Friendly

The Backyards Visitors - Friendly

The Shining Light Cult - Tension

Author(s): kittysnail
Taffy

Taffy is a Female contestant on The Price for Knowledge. She is currently competing on Team 3 .

## Appearance

Taffy is a small fruit punch flavored candy, with a striped pink and green wrapper. The sides surrounding the candy in the center are purple strings keeping the candy in the middle of the wrapper.

## Personality

Taffy is extremely energetic, pulling a bunch of pranks a lot. She tends to act a lot more childish then people expect her to be for her age.

## Trivia

* Taffy is confirmed to be Puerto Rican
* Taffy has autophobia
* Taffy is lactose intolerant
Level 20

"Boardwalk"

Threat Level: High

Entity Count: Unique Entity

Security: Low

## Appearance

Level 20 is an infinite wooden structure made out of wooden boards all facing northwards with strictly flat terrain and freezing temperatures of 8°F. The level is has a dark and cloudy gray sky that seems to flash lightning occasionally. The level is devoid of any other entities aside from the thing beneath the boards and this level also seems to have no items or structures, making this level a deadzone for nearly all life. Upon going far enough out, you will enter the No-Clip zone. This is an area where you are forced to no-clip into the floor taking you to Level 21. It is unknown what lies beyond this point, as the level seems to continue after it.

## Entities

The Thing Beneath the Boards is the only entity on the level

## Entrances/Exits

Entrances:

Opening a file on a computer in Level 19 called "L20.exe" will bring you here

No-clipping into wooden boards can bring you here

Dying to a shadow eyes has a 2.33% chance to bring you here

Exits:

You will no-clip by touching the floor far enough out, taking you to Level 21

Falling beneath the boards brings you to The Wiltedyards

## Bases and Outposts

This level is a complete deadzone, and so no bases have been set up.

Author(s): kittysnail
The Thing Beneath the Boards

Habitats: Level 20 exclusively beneath the floor

## Behavior

It lurks beneath the boards that make up Level 20, attempting to snatch prey down into the darkness to feed

## Do's and Dont's

Do:

Keep clear of level 20 if you can

If you hear it beneath you, stay still. it cannot see what doesn't move.

Dont:

Stay too long on level 20

Ignore its presence

Author(s): kittysnail
Fake Doors

Habitats: Any levels with doors. Can only be found on a few of them.

## Appearance

Fake doors on the outside look exactly like regular doors, however when opened rather than revealing whats on the other side there is instead a gaping mouth filled with eyes and teeth that inside looks like a terrifying black void with the only light inside coming from the eyes. They are also filled with tentacles. Their fake door is like a shell that regenerates with time but can be broken. Note that a fake doors shell is limited to only wooden doors, so if you see an out of place door it could be a fake door.

## Behavior

Fake doors position themselves in areas with a lot of doors in order to blend in. They wait to be opened by an unlucky wanderer, and when they are, they will not hesitate in grabbing the wanderer with one of their many tendrils, pulling them and shutting them inside and devouring them before they can scream. Once they have killed a wanderer, they will often move to a new location to avoid suspicion.

## Do's and Dont's

Do:

Look out for any doors that look like they are not attached to the wall and sticking out. This is an easy way to tell them apart from normal doors although it can be easy to miss

If you find that a door you saw previously has vanished, it is most likely a Fake Door that has moved

If you want to kill a Fake Door, try breaking down its fake door and shooting it on the inside while it is vulnerable.

Fake Doors can only have wooden door shells, so out of place doors could be a fake door

Dont:

Open ANY fake doors or any that you think might be one

Author(s): kittysnail
Level Green Grass

"[DATA REMOVED] Eater"

Threat Level: ?

Entity Count: None

Security: ?

## Appearance

Level Green Grass is a flat grass place with a purple grass circle at the area where you start in, the rest of the level is green grass, the green grass in this level is aggressive and will contantly try to eat your [DATA REMOVED], there is a purple building in the distance, your objective is to get there without getting your [DATA REMOVED] eaten, if you can complete this challange, you will escape the level, though this is extremely hard to achieve

## Entities

The only entity on this level is green grass

## Entrances/Exits

Entrances:

somehow noclipping into grass while sitting on it on any level will take you here, this has a 0.01% chance of happening

Exits:

if you can enter the green grass' mouth with your entire body you will be taken to Level -0

getting to the purple building far away without getting your [DATA REMOVED] eaten will take you to Level 0

## Bases and Outposts

They have all been stopped by the [DATA REMOVED] eaters

Author(s): Unkn0wn010101
Paint Tilters

Habitats: Levels with paint on the walls

## Appearance

Paint Tilters appear to be vaguely humanoid figures that live seemingly either on or in the walls. They can be identified by an aura of pinkish-purple light that seems to follow them where it appears ahead and recedes into the Paint Tilter, before re-appearing.

## Behavior

Paint Tilters will stalk you down before attempting to get close. When you get close to a paint tilter, it will attack you. Using a strange force, they will look like they are pulling you into the wall however they do not come out of it. Rather, they pull their victims in seemingly using telekinetic powers, usually crushing their bones and killing them.

## Do's and Dont's

Do:

The only known way to hurt a paint tilter is to damage the part of the wall that they are on, as that seems to severely injure or kill them as the walls seem to be the paint tilter's world. (However, it is not recommended to purposefully engage them)

Dont's:

Let a paint tilter get anywhere near you

Get close to a paint tilter
Level 1

"Infinity Dining"

Threat Level: Moderate

Entity Count: Moderate

Security: Moderate

## Appearance

An infinite restaurant with a black and white tile floor and food on the tables. The tables and chairs are made out of wood and the cash registers seem to be broken and have no money. The ceiling height varies and the lighting varies from restaurant to restaurant. The walls mainly are white colored and the level is split up into expansive rooms like Kitchens, Dining Rooms, and Ordering Counters. Coca Cola Abyss can be found here alongside the food aswell. Along with this main restaurant style, multiple other kinds of restaurants can be found such as Chinese, Steakhouses, Pizza Places, Ice Cream Parlors, etc. Each one serves different food, so it is recommended to stop by multiple of them on your journey through here. Occasionally, windows can be found looking out of the level. Outside, the level looks like a regular town however devoid of people. The area that you look out into may make sense (something like a parking lot for a diner) or nonsensical like a view looking downwards, like gravity was flipped, or even underwater.

## Entities

Torphyics, Tape Tormenters, Shadow Eyes, Identities, and Twisted

## Entrances/Exits

Entrances:

Finding a staircase in Level 0 and going down it.

Opening a restaurant door with the number 1 on it in Level 2.

Touching a dining table on Level 13 takes you here

Exits:

No-clipping into a table has a very rare chance to send you to Level -0

Climbing into a vent will lead to Level 2.

Finding a white-colored door with peeling paint and an unpainted metal doorknob and going through it leads to Level 1.77

Finding a bathroom and entering it brings you to Level 8

If the lights suddenly shut off, you will be taken to Level -1

## Bases and Outposts

### I.S.O.W.C Base Diner

An I.S.O.W.C base of around 29 members with 10 of them being guards. They use this base for trading with wanderers and storage.

### The Restrauntmen

A massive group of friendly people spanning tons upon tons of restaurants that will make you food at the cost of Void Sodas and other useful items like weapons

Page author(s): kittysnail
Level 1.77

"Distorted Dining"

Threat Level: High

Entity Count: High

Security: None

## Appearance

Level 1.77 is a large level that appears to be a heavily distorted version of Level 1. The walls, floors, and ceiling is all black and white colored tile. No windows are present on the level, and tables and chairs are rarely found. When they are found, their proportions are heavily distorted to be lengthened in various volumes greatly. The level itself also appears to be "glitched", with tiles shifting randomly and "ripples" seemingly rippling across the walls and ceilings of the level. Touching these ripples causes you to vanish, without a trace left of you, as well as tiles seeming shifted and uneven. Some have even reported seeing entities or humans falling into the tiles as if they were water, splash and all without them ever being seen again. The various restaurants found in Level 1 are also present here, although they are also heavily distorted and furniture is more uncommon but more sparse in them. "Cracks" in this level can also be found, leading out into different levels. They open and close at varying intervals, and running into these cracks before they close will cause you to enter the level that is portrayed within them.

## Entities

Torphyics, Blorgs, Blitzdogs and Tape Tormentors are all found on this level.

## Entrances/Exits

Entrances:

Entering a white painted door with peeling paint and an unpainted metal doorknob in Level 1 leads here

Finding a white door labeled diner in Level 3 will lead here

Exits:

Being killed by a Torphyic has a 3.28% chance to send you to Level -0.

Entering a decrepit door will lead you to Level 4.

Entering a crack will take you to the corresponding level it portrays.

Entering a trapdoor labeled "Music" takes you to Level 52.

## Bases and Outposts

Due to the nature of this level, it is impossible to set up any bases whatsoever

Author(s): kittysnail
The Acrobat

Habitats: Level 12 exclusively

## Appearance

The Acrobat is a very strange and hard to describe monster, so here is a drawing found on Level 12 for reference:

A Noteworthy feature about the Acrobat is that they have lots of long, pointy, yellowed teeth that they use for tearing apart victims that are retractable.

## Behavior

The Acrobat stalks through the ceiling and vents of level 12 and level 12 only. It cannot see, but uses sounds and vibrations to its advantage. Once it spots its prey, it will not hesitate to kill them by unretracting their teeth and tearing them to shreds.

## Do's and Dont's

Do:

Stay EXTREMELY Quiet

Avoid any contact with it

If you think it knows where you are, stay extremely still and control your breathing

Try to lure it away using noise by throwing an object for example if it is getting uncomfortably close to you

Dont:

Make any noise to attract it to you

Go anywhere super super close, it can most likely somewhat sense you at that point putting you more at risk

Author(s): kittysnail
Diamondfang

Habitats: Level 4 exclusively

## Appearance

Brown colored snakes with a light-blue diamond pattern down their back and white rings around their eyes.

## Behavior

Diamondfangs act similarly to rattlesnakes, giving a warning when you start to get too close. They perform this warning by "standing up" on their rattler and attempting to make themselves look big while making a rattling sound very similar to rattlesnakes but more high pitched.

## Diamondfang Venom

Diamondfang venom is an extremely powerful venom that can kill a fully grown man in 12 minutes or under, and requires an Antidote to cure.

## Taming

Diamondfangs can be tamed through the use of void sodas or pretty much any food item. Tamed diamondfangs are very loyal and will attempt to stay by your side at all times.

## Red Cubefang

Red Cubefangs are extremely deadly diamondfangs that are black colored, have light blue rings around their eyes and red square pattern down their back. They have 2x as potent venom and a bite strong enough to rip through metal. Red cubefangs give no warning and attack on sight. Red cubefangs make up around 12-26% of diamondfangs. No documents exist on a tamed Red Cubefang, and some people say that it is impossible to tame one but some researchers beg to differ.

## Do's and Dont's

Do:

If a diamondfang starts warning you, back away slowly

Try to kill a diamondfang if it is coming at you and you are certian that no others are around

If someone gets bit, find an antidote as quickly as possible for you or the poisoned individual

Dont:

Provoke a diamondfang/red cubefang

Wake up sleeping diamondfangs/cubefangs

Attempt to kill a red cubefang

Author(s): kittysnail
Level 28

"The Frosthalls"

Threat Level: High

Entity Count: Moderate

Security: Moderate

## Appearance

Level 28, also known as The Frosthalls, is an cold labyrinth-like structure with walls and ceilings of ice along with a floor of snow. It is made up of countless empty hallways and rooms connecting each other seemingly randomly. This level is extremely dangerous due to how chilly it can get, reaching around -13℉ at its warmest. The level is around 9 square miles in size and various features of the level are very inconsistent, such as the ceiling height varying and the amount of snow on the floor going from extremely shallow to it almost being a threat of drowning in. This level is extremely dangerous and should be avoided at all costs.

## Entities

Snowmen, Grinners and Wreeches are the only entities that live on the level.

## Entrances/Exits

Entrances:

Going up 100 floors in Level 27

Entering the exit door in Level 18 has a chance to bring you here

Exits:

Breaking through the roof takes you to Level 7

Digging out of the level takes you to Level 29

Finding a fire exit and entering it ~~exits the wiltedrooms!~~ Do not trust this. It is a trap and can bring you anywhere.

## Bases and Outposts

### The Frost Reapers

The Frost Reapers have set up their base near the northwest corner of the level. They have taken full control over about a 0.3 mile radius and will shoot on sight. They are very dangerous, do not accept new members, are not friendly and even the entities fear them.

Author(s): kittysnail
Sewer Monsters

Habitats: Levels with both land and lots of water

## Appearance

Sewer Monsters are humanoid, bipedal creatures that seem to be made out of an amalgamation of black colored mass with a black wire-thing wrapping around it. Sewer Monsters bear no concrete form aside from a vaguely humanoid shape, being seen with missing limbs, having extra limbs or small to massive sized holes through their bodies, however they seem to stay alive. A Sewer monster's biology is mainly unknown, however it has been determined that they can survive for up to 2 months usually missing vital organs, aside from their brain. Their brain or organs can be located in any part of their body.

## Behavior

Sewer Monsters live mainly on levels with both land and a high amount of water that they can live in. They are very hostile and will ambush wanderers, attempting to kill them.

## Do's and Dont's

Do:

Try to fight sewer monsters if you have a good enough weapon

Run if you are unarmed

Dont:

Attack one if there are many more nearby, they will all swarm you most likely

Allow a sewer monster to disarm/overpower you. They are surprisingly strong for their averagely lanky body shape

Author(s): kittysnail
Level 2

"Metal Den"

Threat Level: High

Entity Count: Moderate

Security: Moderate

## Appearance

A maze of metal hallways illuminated by florescent lights with the noise of whirring machinery in the backround. Pipes and machinery seem to line the walls, and occasionally metal hatches can be found in the floors and ceilings with metal ladders leading to more areas of the level. Underneath the halls lie a maze of claustrophobic sewer pipes that seem to be the den for Scrapers. Pipes line the walls and ceilings along with the machinery, and florescent lights are placed on the walls illuminating the level. The level contains many dead ends and tight corridors, some even requiring you to hunch through.

## Entities

The entities that reside on this level are Scrapers, Blorgs and Deathspiders.

## Entrances/Exits

Entrances:

Climbing through a vent will in Level 1 will lead here.

Exits:

Finding an elevator and using it will transport one to Level 3.

Entering a restaurant door with the number 1 on it will lead to Level 1.

Finding a door like those on Level 10 and entering it will lead to Level 10.

Finding an no-clipping into a discolored blue shaded wall takes you to Level 2.05.

## Bases and Outposts

### The Spiderspeakers

The Spiderspeakers are a group of 18 people that have tamed deathspiders and blorgs to be their companions and are willing to teach you how at the cost of useful items. They hate the I.S.O.W.C as they do not want them to kill of the deathspiders and blorgs as that will most likely be necessary to colonize the wiltedrooms.

### I.S.O.W.C Base Mincemeat

This I.S.O.W.C Base is used for the termination and trapping of entities present on the level. They are heavily armed and will accept outsiders.

Author(s): kittysnail
Credits

Unkn0wn010101 - Creator of joke levels Green Grass and Uaiegfaesuigh, and perhaps more stuff in the future. Also the creator the Backyards, go check it out it is very cool and gave me inspiration to make my own backrooms fan project. Also made the new wiltedrooms logo. He is now also the second ever moderator of the wiltedrooms.

TreeBruh - Second wiltedrooms writer, very cool and made Level 52. Also the owner of TBC (The BackCraft) so go check that out here, and join the Discord server!

Kittysnail - Done nearly all of the work on the Wiltedrooms so far and the creator and first moderator.

Blue\_Avii - Help with grammatical errors and editing a bit.

Craiyon - Cool AI image generator, made a lot of the images for the wiltedrooms

Many More! - There are so many cool people that have either contributed or i have used their work in their project that i cant credit them all, so this just acts as a big bundle of credits for everybody else!

You - For being kind enough to look at this wiki!
Level 10

"The Rotrooms"

Threat Level: Moderate

Entity Count: Moderate

Security: Low

## Appearance

Level 10, aka the Rotrooms, is a dangerous maze-like level constructed out of rotting wood. The level is nearly devoid of all furniture except for the occasional table or chair. Supplies are also rare on this level, making it a harsh one to get trapped in for an extended period of time. Mysterious moss known as "Rotmoss" can be found around the level. See the rotmoss entity page for more info. The level is lit by windows that are just square holes in the walls, and lead out into a white void of nothingness. Light seems to cast from these windows, producing godrays at all times. Sometimes these godrays may randomly come out of walls and corners with no apparent source. These windows can be fallen out of and falling out of them may put you on different levels. An attic area exists above the level, this area is more dangerous and more entity-infested. Avoid this area if all costs.

## Entities

Wreeches, Tape Tormenters, Distorted, Rotmoss, Blorgs and Deathspiders can all be found here.

## Entrances and Exits

Entrances:

No clipping in Level 9 brings you here

Finding a window like the ones on this level in Level 2 and jumping into it will bring you here

Entering a rotting wooden door in Level -8 brings you here

Entering a wooden trapdoor on Level 13 brings you here

Exits:

Finding a wooden trapdoor in the floor and entering the white light below it brings you to Level 11

Jumping out a window can bring you to Level 9, Level 17, Level -4, Level 31, or Level 14

Touching a purple brick glitchy wall takes you to Level 0

Entering a torn matress in the attic takes you to The Mattress Maze

Author(s): kittysnail
Level 25

"Darkened Mall"

Threat Level: Safe

Entity Count: None

Security: High

## Appearance

Level 25 is an abandoned and liminal mall that is extremely expansive in size. Level 25 is considered habitable due to it having lots of supplies, no entities and seemingly natural sunlight in some areas. Many wanderers set up and live here. The level has directory maps in some areas, but they are all identical and it has been confirmed that the level branches beyond these maps and looks differently from what the map says most of the time, however map marked areas can be found in the level sometimes. Skylights are the source of mentioned sunlight, however the glass seems to be completely unbreakable.

## Entities

No entities have ever been sighted, and it is thought that level 25 is entirely devoid of all life.

## Entrances/Exits

Entrances:

Using an elevator in Level 24

Exits:

Using an elevator takes you to level 26

Attempting to break the glass takes you to Level -0

## Bases and Outposts

### I.S.O.W.C Base Mall

I.S.O.W.C Base Mall is one of the largest I.S.O.W.C base out there, with 80 members and has a good amount of area colonized.

### The Mall Staff

The Mall Staff are a group of friendly humans that will guide you around the level, direct you to areas, make new maps, clean the place, and generally keep it clean and ready for any outsiders. You can join them simply by politely asking for a job here.

Author(s): kittysnail
Level 43

"Free Parking"

Threat Level: Unknown/High?

Entity Count: Unknown

Security: Unknown

## Appearance

Level 43 is a very anomalous and unknown level, but not enough to be classified as a mysterious level as it follows the same basic level formula. It has been recently discovered by a I.S.O.W.C member as well as a few wanderers that wandered into the level. This level is speculated to be very dangerous and should be avoided as several bodies have been found piled up in the corners of the level. It looks like a large, abandoned and empty parking garage with lots of strange side rooms. Supplies are common, and the lights have a reddish-purple tint to them.

## Entities

It is unknown if entities actually live here or not but many speculate they do with them being the cause of the casualties.

## Entrances and Exits

Entrances:

Use an elevator in Level 42

Exits:

Unknown at this time although many speculate exits exist to Level 44 as some have claimed to have gotten there through a fire exit

## Bases and Outposts

This level has been deemed too dangerous to make bases on.

Author(s): kittysnail
Rotmoss

Habitats: Any levels with rotting wood to grow on

## Appearance

Rotmoss are a form of grey moss present in areas with high quantities of rotting wood. Rotmoss is bubbly looking, slightly transparent and extremely tough and sticky.

## Behavior

Rotmoss grows on the ground, and when stepped on, will stick the person to the gound, trapping them. After trapping them, they will either somehow escape (although this is very difficult) or die of an entity attack or other means. Once the victim is dead, they will absorb the nutrients of the body only leaving a pale husk behind.

## Do's and Dont's

Do:

Avoid stepping on them at all costs

Dont:

Step on them or attempt any contact whatsoever

Author(s): kittysnail
The Shining Light Cult

## Description

The Shining Light Cult is a mysterious group with unknown motives that seems to ritually worship *them*, along with moths. They are hostile to anybody who does not also respect *them*, and their 37 members tend to keep to themselves.

## Relations

The W.E.G - Tension

The I.S.O.W.C - Tension

The Backyards Visitors - Tension

Author(s): kittysnail
Pocket C

"Another Warehouse"

Threat Level: Moderate

Entity Count: High

Security: Moderate

## Appearance

Pocket C is a pocket of level 16. The pocket looks like a vast warehouse with metal floors, walls and ceilings and concrete floors. The level is lit by florescent, faulty hanging lights placed on the ceiling. Various things can be found on the shelves such as metal rods, steel beams, wooden pallets, etc. The entities on this level seem to all fear the light, but thankfully for them the lights tend to go out occasionally for up to an hour usually giving them time to hunt for wanderers. Useful items can be found on the shelves such as Lighters and Lockpicks.

## Entities

Various entities roam the level when the lights are off. These include: Torphyics, Dreadroaches, Scrapers, Wreeches and Identities.

## Entrances/Exits

Entrances:

Entering a door labeled "warehouse" in Level 16

Exits:

Take the door labeled "Warehouse" again to be taken back to Level 16

Finding a door labeled "exit" and going through it leads to level 21

## Bases and Outposts

At the moment, no bases and outposts have been set up on the level

Author(s): kittysnail
Level 13.3

"Abandoned Copper Mine"

Threat Level: Moderate

Entity Count: Low

Security: High

## Appearance

Level 13.3 is an abandoned copper mine of undetermined size. This level is rich in minerals, especially salt and copper. Things like ladders, pickaxes, lanterns, shotguns, and void sodas can all be found around this level, so this is a good level to stop by if you want resources. Although this level is mainly very safe, multiple cave-ins have been reported. Sometimes when wandering this level, distant voices and whispers can be heard in the walls but they never seem to have any source. This can be very detrimental to your sanity if exposed to it long term. This level is extremely claustrophobic and tight, and it is usually advised against entering this level due to this. The level also seems to get tighter as you progress through it. Dirty water lies in shallow streams and puddles at the bottom of level 13.3, do not drink this water as it has absorbed high quantities of dirt, copper, salt and other minerals including iron. The levels walls are stained with high amounts of Chalcanthite, forming blue encrustations.

## Entities

Grinners, Wreeches, Blorgs, Deathspiders, Torphyics, Identities, Blitzdogs and Shadow Eyes.

## Entrances/Exits

Entrances:

Touching a piece of blue copper in Level 13 brings you here

Exits:

Finding a bush and touching it brings you to Level 15

Finding a supermarket door and entering it brings you to Level 16

## Bases and Outposts

This level is too difficult to survive in, so no bases have been set up

Author(s): kittysnail
Level 18

"Snow Settlement"

Threat Level: Varies

Entity Count: Varies

Security: Moderate

## Appearance

Level 18 is a vast arctic plain with varying entities and snowfall rates depending on the season that the level is in. When entering level 18, you will find yourself exiting a gray tent. Around you are evenly spaced, identical gray tents that span for around 20 of them in each direction from the central bonfire in the middle of the encampment. This encampment seems abandoned and has various useful items scattered around it, from super common ones to rare ones. This level seems to span on infinitely away from the encampment.

## The Season Cycle

The level will constantly loop between 5 different seasons, each with varying amounts of snowfall and entities.

### Season 1 - Shivers:

Snowfall: Light

Entity Count: Low

Threat Level: Low

Temperature: 41F°

### Season 2 - Snow:

Snowfall: Moderate

Entity Count: Moderate

Temperature: 26F°

Threat Level: Moderate

### Season 3 - Frostbite:

Snowfall: Heavy

Entity Count: High

Threat Level: High

Temperature: -4F°

### Season 4 - Icicle:

Snowfall: Moderate

Entity Count: High

Threat Level: High

Temperature: 16F°

### Season 5 - Restart:

Snowfall: Light

Entity Count: Low

Threat Level: Low

Temperature: 28F°

## Entities

### Season 1:

Torphyic

Dreadroaches

Deathspiders

### Season 2:

Snowmen

Torphyic

Grinners

### Season 3:

Snowmen

Grinners

Distorted

Wreeches

### Season 4:

Snowmen

Torphyic

Grinners

## Entrances/Exits

Entrances:

Entering a snowy house on Level 17 brings you here

No-clipping into snow brings you here

Exits:

During season 5, a door will be located to the west side of the camp. Entering this door takes you to Level 19 or Level 32.

## Bases and Outposts

### I.S.O.W.C Base Winterfest

I.S.O.W.C Base Winterfest is a giant base spanning the camp with around 40 members. They own around 20 guns, 3 automatic rifles and 6 triple barrel shotguns. Their goal is to keep wanderers alive through the seasons. Their biggest threat is the snowmen, as they usually mount masive attacks at around season 3 in the night in an attempt to kill all members.

### Old Base Winterfest

Old Base Winterfest was just like base winterfest however it was less prepared and had less members. It got devistated by the snowmen, but afterwards the known base winterfest has been made that is much better.

Author(s): kittysnail
The Wiltedrooms Wiki

**Welcome to the Wiltedrooms.**
"It is said when you no-clip into a distorted shadow outside of reality, you may end up here. 700,000,000 square miles of terrifying creatures, strange levels and mysterious objects.

But never get too comfortable here..... you are never alone."

Created by Kittysnail, obviously inspired by the backrooms. (also inspired by the voidclusters and the backyards)

What a world, eh?

## Important articles

* Items
* Entities
* Levels
* Other Stuff
* OG Pages
* Credits
* Archives
* Major Groups
* Canons
* Templates
* Discord Server
Void Soda

## About

Void soda is a black-purple colored liquid found in purple branded cans scattered around the wiltedrooms. Void soda cans look like metal cans with what appears to be a picture of Nightberries on the front with the words "Void Soda" positioned above. Void soda seems to have somewhat calming effects on the mental states, and also gives a boost of energy.

## Initial finding

When the Wiltedrooms was first discovered, mere minutes after Team W-01 was dispatched several cans were found lying around on the ground. Shortly afterwards a drinking fountain was also found that seemed to also hold Void Soda.

Author(s): kittysnail