recursal/Fanatic-Fandom huggingface dataset:
Level 213 "The Highway"

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## Description

Level 213 takes the form of an endless highway, stretching far beyond the limits of conventional perception. This level is characterized by its long, isolated road that eventually leads to a mysterious house positioned squarely in the middle of the highway along with random bushes that just seem to move in wind weird because no wind is present. The most distinctive feature of this house is a colossal hole that traverses through its entirety, creating an enigmatic passage to the other side.

As travelers progress along the highway, they will eventually encounter a lone house standing resolutely in the center of the road. This house, seemingly untouched by the desolation surrounding it, marks the conclusion of Level 213. However, the true challenge lies in navigating through the house and the gaping hole within.

The house at the end of the highway serves as a gateway to the other side, not to another level but to a continuation of the highway itself. The large hole, rather than leading to a new environment, extends the road into an infinite loop. Navigating through the house and its peculiar aperture presents a unique set of challenges, adding a surreal dimension to the exploration of Level 213.

## Section Header

### Class difficulty rating

Unsafe~Secure~D̸̢̧̹̲̲̠̦̠̮͗̈́̈́̈́̏́̄̌͂̈́̌̒̓̀̈͂̐͋̉͋͗̈́͌̌̕̚͝͠͝͝ê̸̡̬̯̝̯̟͉̪̻͍͖͙͉̼̱̫̥̪̝̩̻͎͖̻̥͉͗̌̂̌̐̊̈́͗̆̽̈̈́̓͒́̇̚ͅv̸̨̢̢̢͇̟͔̠̰̘̥̞̻̺͕͈̺͈̣͉̌͌̅̄̈̈́̔̈̽̂́̈́̒͠͝o̴̰̜̹̤̝̰̗̱̩͋̋͊́̇̈͑̒͊͋̃͜į̴̡̹̜͖͔̫̠͔͖̩̭̖̭̟̣̫̼̮̙̣͔̩̮̾̀̓̉͒̔̿̅̋̊̈͗̉̒̏̂͗̀̌̂͒͂̔̐̈́̿͘̚͠͠͝͠d̷̡̨̨̛̠̘̠̳̬̝̲̪̯̮̥̭͖̫͉̝̹̲̥̳͚́̍̅̄̓̏̂̀̆͐̑̏͒̌̆͒̑̉́̓̏̓̕͠ ̴̛̗̦͕̣̳͉̰̜͕̈́̈́͆̾͂̑̀̏̾̔̍̈͑͐̋̈̊̋̋̈́̍̕̚̕͝͝ó̸̠̣͍̪̩̄̐̏͑̎͛̀͝f̶̡̛̘̹̥͈̦͍̖̤̙͖͔̭̫̝̲̄̾̃̊̎̄̊̓͆̂͗͑̾́̕͜͜͝ͅ ̶̧̧̫̖̙̗̖̖͉̣̰̪̭̟͇̗͐̂̈́̉̕̚͜͝Ė̵̡̘̳̼̯̺̜̙͇͕͓̭̟͍̘̞̼͐͗̔̒ͅͅͅn̷̢͍̰͈̜̮̳͍̼͕̮̖̩͚̠̖̫̲̳͍̪̣̪͕̾̎̈́̑̔ͅt̴̡̛̗̝̫̼̟͙̲̝̝̲͍̘̩̗̣͎̊͐̿͆̌̀͝į̷̛̹̬̬̳̭̤̲̥̥̲̱̺̺̹͆͋̍͂̆̒͜t̴̡̡̧̛̩̜̗͍̳͖̆̀̌̓̔͂͒̈́̀͌͆̉̽͒̀̉̂̂͝i̶̡̡͉͔̥̜̜̩͍̥̰̤͇̬̜͉͂́̊̋͂̿̍̽́̌́̅̉́̈̚͝͝ĕ̸̡̮̭̳͇͈̘̹̟̲͔̯̪̣̣̤̟͚͍̘͇̣̦̭̭̬͎̿̒̍̇̂̈́͋̅̆̆̽͌̈́̔̊͜͜͝s̷̢͍͖̟̩͉̲͉͉̪̺͓̹̞͖̥̜̹͚͈̺͔͍̜̘̲̭̆͐̌̈́̓͑̇̒̔̋͂̿͂̆̀̍̇̀͗̊̕͜͠

## Dos and Don'ts:

### Dos

1. Stick to the Highway, **you may never know what may be lurking**
2. follow the Highway, **its your only chance**
3. Keep Your stuff on you

Don'ts:

1. leave the Highway
2. explore the outside bushes
3. Run the other way
Entity 15

### Habitat: - Extinct

Entity 15 was a unique entity that was once found within the enigmatic depths of the Backrooms. Entity 15 resided on a specific level, but due to the mysterious events of its extinction, it no longer exists. For further details on the circumstances surrounding its disappearance, please refer to the Level [XX] page.

### Description

Entity 15 was renowned for its stark contrast with other entities inhabiting its level, particularly The Celebrators. While The Celebrators embraced festivity, Entity 15 was known for its more contemplative and introspective nature. The specifics of its appearance and demeanor remain enigmatic, shrouded in mystery due to its reluctance to reveal its true self.

### Behaviors

Entity 15 was characterized by its enigmatic and complex behaviors. It exhibited a humanitarian side, often offering assistance to human explorers who crossed its path. This entity would guide individuals to a place known as "The Reflection Chamber," where deep contemplation and introspection were encouraged. Unlike the The Celebrators, Entity 15 sought peaceful coexistence with humans and valued their intellectual and emotional well-being.

However, interactions with Entity 15 could be unpredictable. If provoked or attacked, Entity 15 had a unique defense mechanism. It would envelop the aggressor in an eerie and thought-provoking experience, allowing them to confront their inner fears and uncertainties. It was a transformational experience that, while disconcerting, often left those involved with a newfound sense of self-awareness.

### Biology

Entity 15 appeared as an enigmatic figure shrouded in a flowing cloak, concealing its true form. Its face remained hidden behind an ethereal mask adorned with intricate patterns that represented the complexities of the human psyche. The mask was known to change and adapt in response to the emotions and thoughts of those who encountered it.

### Room #XX

Entity 15's presence was most prominent in Room #XX, often referred to as "The Reflection Chamber." This room was unlike any other in its level, featuring an array of reflective surfaces, enigmatic symbols, and a sense of quiet contemplation. Many who entered this room found themselves undergoing a deep, introspective experience, gaining insights into their own minds and emotions.

Across from Room #XX, an unusual portal was found. This portal resembled a massive, abstract door with an ever-shifting surface, serving as a gateway to other areas within the level.
Level 10 “the Mall”

## Description:

Level 10 is the 10th level within the mysterious Mazerooms. Upon entry, wanderers find themselves in what appears to be a sprawling three-floor shopping mall, reminiscent of real-life retail complexes. The environment is replete with familiar shopping brands, creating an uncanny yet recognizable setting that adds to the surreal nature of the Backrooms.

## Surroundings:

The level is designed to mimic a contemporary shopping mall, complete with various stores and outlets. Wanderers navigate through aisles adorned with the logos and signage of well-known brands from the real world. The architecture of the mall seems both authentic and distorted, contributing to the overall disconcerting ambiance.

## Entities:

### Faceless Shoppers:

Throughout Level 10, entities resembling faceless or occasionally blurry-faced individuals populate the mall. They engage in what seems like ordinary shopping activities. Faceless children appear in specific sections, particularly around toy stores or game areas. These entities are generally non-threatening, and in the rare event that they perceive a threat, they tend to flee rather than confront.

### Distorted Entity:

A peculiar entity takes on the appearance of the faceless shoppers but with a surreal twist. Some entities appear to have a warped upper or lower body, creating an unsettling visual reminiscent of a failed Photoshop edit in real life. The intentions and nature of these entities remain unclear, adding an element of mystery to Level 10.

### Tall Limbed Distorted Entity:

Among the entities mimicking the faceless shoppers, there exists a taller figure with elongated limbs and a distorted face. Unlike the non-hostile entities, this one is overtly aggressive and will attack wanderers on sight. Its menacing appearance adds an element of danger to an otherwise seemingly mundane shopping environment.

## Behavioral Patterns:

The entities within Level 10 exhibit intriguing behavioral patterns. Faceless shoppers and their child counterparts seem to go about their activities as if in a normal mall, while maintaining an aversion to potential threats. In contrast, the Distorted Photoshop Entity appears sporadically, its actions and motivations remaining unclear. The Tall Limbed Distorted Entity, on the other hand, is l life. another one is the same as the "Poeple" Here but takes a taller figure with stretched up limbs and a distorted face. this Entity is Hostile and will attack on sight

## User creation

this page has been created by a Fandom user and not by the creator
Event 2 "The Enigmatic Blackout"

## Description

The Mazerooms, an ever-shifting labyrinth of interconnected spaces, is prone to mysterious and unpredictable occurrences that baffle even the most seasoned wanderers. Among the many unexplained phenomena, one of the most disconcerting is the enigmatic blackout, a widespread loss of illumination that engulfs entire sections or levels of the Mazerooms in complete darkness.

## Occurrence and Impact:

The Enigmatic Blackout can manifest suddenly and without warning, plunging wanderers into an abyss of inky shadows where visibility is severely limited. The blackout may affect a specific level, a cluster of interconnected rooms, or occasionally, the entire network of the Mazerooms, leading to widespread disorientation and heightened anxiety among those navigating its corridors.

Wanderers often find themselves grappling with the following challenges during the blackout:

* Heightened Peril: Navigating the Mazerooms without the aid of light becomes significantly more perilous, as familiar landmarks and pathways become obscured, increasing the risk of getting lost or stumbling into hazardous areas.
* Diminished Senses: With the absence of ambient light, sensory perception becomes restricted, leading to a heightened sense of vulnerability and an increased reliance on other senses, such as hearing and touch, to navigate the darkened passages.
* Elevated Tension: The sense of isolation and the unknown that accompanies the blackout can contribute to heightened levels of anxiety and apprehension, amplifying the psychological strain experienced by wanderers as they attempt to find their way through the engulfing darkness.
* double danger: some Entities will become for hostile and aggressive, sometimes Unknown Entities will appear.

## Duration and Resolution:

The duration of the Enigmatic Blackout varies, ranging from brief intervals lasting a few minutes to prolonged episodes that extend over several hours or even days. Wanderers often resort to various strategies, such as relying on portable sources of light, employing auditory cues, or joining forces with fellow explorers to collectively navigate the darkened corridors until the restoration of light occurs.
Object 1 "Flashlight"

## Flashlight

### Description

The flashlight is a crucial tool for survival in the Mazerooms, a place filled with strange and disorienting dimensions. It is highly recommended to carry a flashlight with you, but not for extended periods, as prolonged use can lead to unforeseen consequences. Flashlights can be discovered throughout various levels, with the highest occurrence in Level 0, Level 4, and occasionally in Level 2, although they can also be found in other levels.

### Color Variations

Flashlights come in a variety of colors, each with its own unique properties. The colors they can be found in include:

* Yellow: A standard color, providing a neutral source of light.
* Red: Emitting a warm, eerie glow that can affect the perception of the environment.
* Orange: Less common but known for its ability to highlight hidden or unusual elements.
* Blue: Casting a calming, cool light, but it may have unintended consequences on the wanderer's psyche.
* Dark Blue: A rare variant known for inducing strange sensations and vivid dreams.
* Green: Often linked to inexplicable phenomena within the Mazerooms.
* White: A rare and powerful source of illumination, but with its own set of dangers.
* Black: The most common flashlight color, though it can provoke unsettling experiences.

Furthermore, the light emitted by these flashlights can change colors randomly, with known variations being yellow, blue, red, and ultraviolet (UV), each with unique effects on the environment and the wanderer.

### Wanderer Effects

When a wanderer finds and holds a flashlight in the Mazerooms, various effects may manifest. These effects are still not completely understood, but the known consequences include:

* Hallucinations: Wanderers who hold the flashlight may experience vivid and disorienting hallucinations, making it challenging to distinguish reality from illusion.
* Odd Paranoia: An inexplicable sense of paranoia can set in, causing wanderers to become increasingly mistrustful of their surroundings and companions.
Level 4 "The disorienting Maze"

# Overview

Level 4 of the Disorienting Maze is a perplexing and intricate labyrinth that challenges even the most skilled adventurers. With its twisting corridors, deceptive illusions, and mind-bending puzzles, Level 4 proves to be a true test of wit and determination. This wiki page serves as a guide to help navigate through the maze and overcome its unique challenges.

## Layout

The layout of Level 4 is designed to disorient and confuse. The walls are adorned with shifting patterns and optical illusions, creating an ever-changing environment. The corridors twist and turn unpredictably, leading to dead ends and false paths. The maze is divided into multiple sections,

1. Mirror Maze: In this section, the walls are lined with mirrors that reflect both reality and illusions. Navigating through this area requires careful observation and deduction to discern between real paths and reflections.
2. Gravity Shift: In this part of the maze, adventurers encounter an unusual gravitational force that constantly changes direction. The floor may become the ceiling, and walls may become the floor. Overcoming this challenge requires adaptability and quick thinking.
3. Magnetic Fields: In this section, powerful magnetic fields interfere with compasses and other navigation tools. Adventurers must rely on their instincts and observational skills to find their way through the maze.
4. Color Puzzle: In this area, adventurers come across a series of color-coded doors and switches. The correct sequence of colors must be identified and activated to proceed. Trial and error could lead to wasted time and potential dead ends.
5. Sound Maze: In this challenging section, adventurers must navigate using sound cues. The maze is designed with hidden speakers that emit different tones, guiding players towards the correct path. The ability to differentiate between similar sounds is crucial.
Level 11: "The Midnight Refuel"

## Description:

Mazerooms Level 11, referred to as "The Midnight Refuel," is a nocturnal realm that mirrors the setting of a gas station at night. This level stands in contrast to the vibrant and playful nature of Mazerooms Level 1, introducing wanderers to a more familiar yet surreal environment. The primary features include a gas station building illuminated against the dark night sky, with a moon casting a gentle glow overhead.

The gas station, labeled with the word "WOODWARD," emanates a soft and inviting light, creating a comforting atmosphere within the otherwise shadowy surroundings. The moonlight reflects off the ground, contributing to the enigmatic ambiance of Level 11. Outdoor lights and a nearby street add to the visibility, revealing a slightly distorted version of a conventional gas station setting.

## Section Header

### Class difficulty rating

unknown

Linear navigation within Mazerooms Level 11 presents challenges similar to previous levels, with the potential for wanderers to experience disorienting shifts in spatial arrangement. Exploration tools such as maps and compasses may provide limited assistance, and radio communications could be subject to intermittent distortions.

## Anomalies:

Reports from explorers indicate subtle anomalies within Level 11. The reflection of light on the ground may occasionally exhibit unexpected patterns, responding to the presence of wanderers. Some have reported faint echoes of distant footsteps or the distant hum of vehicles, heightening the eerie and surreal nature of this dimension.

## Entities:

Encounters with entities within Mazerooms Level 11 are rare but not unheard of. Some explorers have reported shadowy figures in the periphery, observing from the darkness. These entities appear non-aggressive, though caution is advised.

## Entrances and Exits:

##### Entrances:

Wanderers may access Mazerooms Level 11 by inadvertently transitioning from other levels within the dimension. Additionally, certain doorways or passages within Mazerooms may lead directly to Level 11.

##### Exits:

1. Navigating through the gas station building might transition explorers to Mazerooms Level 1,

2. Breaking through specific sections of the illuminated walls may provide an exit to Mazerooms Level 3,

3. Discovering a portal disguised as a reflective surface, such as a puddle near the gas station, could lead to Mazerooms Level 5,

4. Venturing into the surrounding darkness may reveal a hidden passage to Mazerooms Level 8, .

5. Rarely, finding a seemingly ordinary gas pump may act as a doorway to Mazerooms Level 11,
Entity 24 "Jeweled Hummingbirds"

Jeweled Hummingbirds, Entity 24 within Level 13's Verdant Sanctuary, are exquisite miniature entities that enhance the beauty and harmony of this lush environment. These tiny, jewel-like birds not only contribute to the ecological balance of the sanctuary but also bring an enchanting and ethereal quality to the atmosphere.

## Physical Characteristics:

1. Diminutive and Radiant: Jeweled Hummingbirds are petite, measuring only a few inches in length. Their iridescent feathers exhibit a stunning array of colors, resembling precious gemstones. Each bird possesses a unique combination of emerald greens, sapphire blues, ruby reds, and amethyst purples.
2. Translucent Wings: Delicate and translucent, their wings allow sunlight to filter through, creating a dazzling, shimmering effect as they flit and hover among the vibrant flowers.
3. Elegant Flight: Jeweled Hummingbirds move with grace, displaying an intricate aerial dance. They can hover in mid-air with remarkable agility, contributing to their mesmerizing presence.

## Behavior and Characteristics:

1. Pollination Ballet: Engaging in a delicate ballet, Jeweled Hummingbirds play a vital role in the pollination of flowers within the sanctuary. Their interactions with blossoms facilitate the reproduction and growth of the diverse plant life.
2. Melodic Chirping: Emitting sweet, melodic chirps, these birds harmonize with the natural sounds of the sanctuary, adding a musical element to the serene ambiance.
3. Friendly Encounters: Fearless in the presence of wanderers, Jeweled Hummingbirds may approach closely, allowing observers to appreciate the intricate details of their radiant plumage. Their friendly interactions bring joy to those fortunate enough to witness them up close.

### Role in the Ecosystem:

1. Critical Pollinators: Jeweled Hummingbirds serve as crucial pollinators, ensuring the continued bloom and diversity of flowering plants throughout the sanctuary. Their delicate touch aids in the ecological balance of Level 13.
2. Aesthetic Enchantment: Beyond their ecological role, Jeweled Hummingbirds contribute to the visual splendor of the Verdant Sanctuary. Their vibrant colors and elegant movements enhance the overall beauty of the environment.
3. Symbiotic Relationship: The relationship between Jeweled Hummingbirds and the diverse plant life is symbiotic. While the birds benefit from the nectar of flowers, the plants rely on them for pollination, creating a harmonious and interdependent cycle.

## Inhabitance:

Jeweled Hummingbirds gracefully navigate the entire sanctuary, from the towering trees and carefully curated gardens to the wild, untamed regions. Their presence is particularly pronounced in areas rich with blooming flowers, where their pollination activities contribute to the flourishing biodiversity of Level 13. Jeweled Hummingbirds coexist peacefully with other entities, adding to the overall balance and enchantment of the Verdant Sanctuary.
Level 0 "The Maze"

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Level 0 marks the initial stage within the labyrinthine construct of the enigmatic Mazerooms, a phenomenon reminiscent of the intriguing yet eerie Mazerooms universe. It presents itself as an obscure expanse, perpetually shrouded in darkness, occasionally punctuated by faint flickers of light. The dominant visual elements consist of white wall coverings contrasting with a floor adorned with an alternating pattern of orange and white checkers.
### Description

The atmosphere in Level 0 is characterized by an unsettling ambiance, where the sense of an endless, convoluted maze prevails, replete with an intricate network of corridors, rooms, and closets that seemingly lead to nowhere. The overall environment exudes an oppressive air, perpetually infused with the faint stench of decay. Notably, the once pristine checker floor is marred with sporadic blotches of an unidentified substance, adding to the overall sense of desolation and mystery.

### Anomalous Features

Aside from the disconcerting architecture and ambiance, Level 0 is adorned with enigmatic manifestations that only serve to deepen the aura of the unknown. Evidences of peculiar occurrences manifest in the form of periodically shifting wallpaper hues, transitioning to shades of a somber orange-white fusion, intensifying the disorientation experienced within this plane.

Amidst the labyrinthine passages, one might chance upon various enigmatic fixtures such as empty counters, seemingly devoid of purpose or function, serving only to heighten the sense of a world suspended in a perpetual state of disuse. Notably, among these disquieting sightings, reports suggest the occasional presence of an entity known as Entity 7, whose nature and purpose remain shrouded in ambiguity, serving as a harbinger of the labyrinth's inscrutable depths.

## Section Header

### Exploration and Caution

Navigating Level 0 demands both resilience and caution, as the apparent lack of coherent direction coupled with the ambient obscurity and sporadic encounters pose a significant challenge for those seeking to traverse the perplexing passages. It is imperative for any traveler within the Mazerooms to exercise utmost vigilance, preparedness, and an unwavering resolve to comprehend the mysteries concealed within the labyrinthine architecture of Level 0.
Entity 26 "the Tranquil Guardian"

Evelyn, the Tranquil Guardian, is a unique and ethereal entity within Level 13's Verdant Sanctuary. This benevolent spirit embodies the wisdom, serenity, and ancient magic that have permeated the sanctuary, providing guidance and a harmonious presence to both wanderers and the natural surroundings.

## Physical Manifestation:

1. Evelyn appears as a gentle, luminescent aura that radiates gracefully around the cottage and the gardens she tends. The aura takes on a soothing array of colors, reflecting the wisdom and serenity of this Tranquil Guardian.
2. : Soft, melodious whispers accompany Evelyn's presence, carrying ancient tales and the collective wisdom of the Eldergrove—the heart of Level 13.

## Attributes and Characteristics:

1. Evelyn serves as a guardian of the sanctuary's harmony, ensuring the continued balance between its various ecosystems and the entities that inhabit it.
2. Evelyn is intrinsically linked to the sanctuary she has dedicated herself to. Her spirit is a manifestation of the energy and dedication she has poured into cultivating the sanctuary over the years.
3. Wanderers who approach Evelyn may experience a sense of tranquility and receive subtle guidance, as she imparts ancient wisdom and insights about the interconnectedness of nature.

#### Role in the Ecosystem:

1. Evelyn enhances the magical aura of the sanctuary, contributing to the flourishing of vibrant plant life, the gentle hum of Harmony Bees, and the graceful dance of Jeweled Hummingbirds.
2. Evelyn plays a vital role in the mysterious appearance of seeds that she used to cultivate the diverse gardens within the sanctuary. She is a facilitator of growth, ensuring the continuous evolution of the verdant landscape.
3. Evelyn helps harmonize the energies of the entities within Level 13, fostering a cooperative relationship among Floral Butterflies, Harmony Bees, Jeweled Hummingbirds, and Docile Wildlife.

## Interactions with Wanderers:

1. Wanderers seeking moments of reflection and inner peace often find solace in the presence of Evelyn. Her luminescent aura gently envelops those in need, creating a serene environment for contemplation.
2. Evelyn may guide wanderers towards areas of particular beauty or significance within the sanctuary, enriching their experience and deepening their connection with the natural world.
3. When approached with kindness and respect, Evelyn may respond with an expressive aura, revealing patterns and colors that convey emotions and messages, adding an additional layer of communication to the sanctuary.
Level 32: Kohl's Enigma

Mazerooms Level 32, also known as "Kohl's Enigma," is a surreal and unsettling alternate dimension that appears to be a distorted and infinite version of the popular retail store Kohl's. This peculiar level within the mysterious Mazerooms universe offers a unique and eerie experience for those who find themselves trapped within its labyrinthine corridors.

## Description

Kohl's Enigma is characterized by its uncanny resemblance to a typical Kohl's department store, with distinct sections such as clothing, home goods, and electronics. However, the atmosphere is markedly different, as the lighting is dim and flickering, casting long shadows that seem to dance along the walls. The air is filled with a faint, otherworldly hum that adds to the unsettling ambiance.

## Level 32

unknown safety~secure~unknown entity count

## Architecture

The architecture of Kohl's Enigma deviates from the familiar layout of a standard Kohl's store, as the aisles seem to extend indefinitely into the distance. The shelves are stocked with items that appear both mundane and anomalous, with product labels that may defy logic or contain unsettling imagery. The walls of the Mazerooms Level 32 are adorned with distorted advertisements and outdated promotional materials, contributing to the sense of disorientation.

## Entities and Anomalies

Navigating Kohl's Enigma comes with its own set of challenges. Strange entities, such as shadowy figures or distorted mannequins, are known to roam the aisles. These entities are typically passive, but encounters can lead to an increased sense of unease. Additionally, anomalies such as shifting walls and disappearing doorways make it difficult for explorers to maintain a sense of direction.

#### Notable Features

1. Eternal Sale Section: One of the peculiarities of Kohl's Enigma is the "Eternal Sale Section," an area where discounted items seem to stretch endlessly. Explorers have reported finding items from various time periods, creating a disconcerting mishmash of products.
2. The Phantom Checkout: At irregular intervals, explorers may come across a functioning checkout counter attended by an elusive figure in a Kohl's uniform. Attempts to interact with the figure often result in cryptic conversations, leaving explorers with more questions than answers.
3. Whispering Mirrors: Mirrors scattered throughout the level are said to emit faint whispers when stared into for an extended period. The content of these whispers varies and is often described as both hypnotic and disconcerting.

### Mannequin Watchers:

* Enigmatic entities resembling store mannequins.
* Display heightened awareness, occasionally changing positions when unobserved.
* Generally non-hostile, but their presence contributes to the eerie atmosphere of Level 32.

### Shopping Cart Shadows:

* Shadow-like entities resembling shopping carts.
* Move silently through aisles, seemingly independent of external forces.
* Generally harmless, but may cause an unsettling feeling in Wanderers.
Steveington Gaming Co.

## Before founding

on march 2nd 2100 steveington launched a phone with a groundbreaking technology-a quantum based CPU making it as powerful as a supercomputer. in the following days they launched a laptop and a desktop with even more powerful quantum CPUs the traditional 5th generation computer has been made obselete

in the following months after the launch of the Quantum CPU microsoft declined very quickly with almost no sales. finally on june 1st 2100 steveington came unexpectedly to the neogotiation table with microsoft, and on june 20th 2100 both parties reached an agreement; mojang studios and the right to use halo material for any future projects that are not games, for the info and lowns needed to develop their own Quantum CPU. immediately after this deal steveington-Omega CO. founded a new subsidiary called the Steveington Gaming CO. and placed Mojang studios as a subsidiary under it,

## Key Info

### Subsiadaries

Mojang Studios(since 2100)Bandai Namco(2100-2115)
Level 3 "school"

# The School

The school level is a strange and unsettling levels, characterized by its eerie appearance and unsettling atmosphere. This level appears to be based off a school, but the layout is distorted and confusing, with endless hallways, staircases, and classrooms that seem to lead nowhere.

## Appearance

The School Level is dimly lit, with flickering fluorescent lighting and scratched walls. The doors to the classrooms are rusted and have not been maintained in a long time. The air is musty and damp, and there is a faint smell of mold that permeates the atmosphere.

## Sights and Sounds

The School Level is strangely silent, with very little ambient noise besides the sound of your own footsteps and the occasional creaking of the ancient structure. However, in some areas, there are faint whispers and giggles that can be heard, which seem to be coming from the empty classrooms. Some explorers report hearing the sound of school bells ringing in the distance, although these are not always consistent.

## Entities

The School Level is home to several entities that are unique to this level, including:

The Janitor: A hunched figure in a dirty uniform who roams the hallways, pushing a rusty cart filled with cleaning supplies. If you are spotted by the Janitor, he will chase you relentlessly, making it difficult to navigate the area.

The Librarian: This entity is usually found in the school's library, which is one of the most terrifying areas of the School Level. The Librarian appears as an emaciated old woman with sunken eyes, who will attack you with a bookshelf if you get too close.

The Children: These entities appear as a group of schoolchildren, but their faces are twisted and distorted into unsettling grins. They often appear in groups and will stalk you relentlessly, giggling as they follow you down the hallways.

## do's and tips

If you're planning to explore the School Level, there are a few tips that may help you navigate this confusing and dangerous area:

Bring a Luminescent Humming Shard to help you not get lost

Be careful when entering classrooms, as they often lead to dead ends or dangerous areas.

Keep an eye out for the Janitor and the Children, and avoid them if possible.

If you encounter the Librarian, run for your life.
Object 4 "Liquid Dust"

## Description

Liquid Dust is a mysterious substance found within the depths of the Mazerooms, characterized by its amorphous and enigmatic nature. It exhibits unusual properties that defy conventional understanding, making it a subject of intrigue and curiosity among wanderers and researchers exploring the labyrinthine corridors of the Mazerooms.

## Physical Properties

Liquid Dust is visually distinguished by its ethereal and shimmering appearance, resembling a faint, luminescent mist that swirls and undulates in a mesmerizing fashion. Its consistency defies classification, fluctuating between a semi-viscous fluid and a fine, particulate matter, with a spectral quality that emanates a faint, otherworldly glow when observed in low-light environments.

## Behavior and Interactions

The behavior of Liquid Dust is subject to erratic fluctuations, responding to external stimuli and environmental conditions within the Mazerooms. It is known to exhibit the following intriguing behaviors:

* Adaptive Flow: Liquid Dust demonstrates an adaptive flow, capable of shifting and altering its form to traverse various surfaces and contours within the Mazerooms, defying the constraints of conventional physics and gravity.
* Influential Resonance: It is believed that Liquid Dust resonates with specific frequencies and energy fields within its vicinity, responding to ambient vibrations and fluctuations, which can influence its behavior and luminosity.
* Ephemeral Illumination: In its luminescent state, Liquid Dust emits an ethereal glow, casting a gentle radiance that softly illuminates its immediate surroundings, revealing hidden pathways and concealed details within the Mazerooms.
Joke levels list

* Level "Fortnite" (Joke)
* Level (type your joke level here)
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Level 27 "The Reversed City"

## Description

Level 27, known as "The Reversed City," challenges the very concept of reality as it unfolds as an urban expanse where gravity is inverted. Skyscrapers and structures defy the laws of physics, suspended in mid-air with their foundations reaching toward the sky. Wanderers in this level find themselves navigating upside-down streets and walking on the undersides of buildings.

## Environmental Features

### Topsy-Turvy Architecture:

The cityscape is a surreal inversion of familiar urban environments. Streets wind vertically, and structures dangle upside down, creating a disorienting landscape where up and down lose their traditional meaning.

#### Floating Objects:

Everyday objects—cars, street signs, and even park benches—hover in mid-air. Some objects appear to defy gravity, suspended without any visible support, adding to the uncanny atmosphere of the Reversed City.

### Anti-Gravity Phenomena:

Certain areas exhibit unpredictable anti-gravity effects, causing wanderers to float or experience moments of weightlessness. Navigating these zones requires a careful understanding of the ever-shifting gravitational forces.

## Hazards

1. Falling Debris: Wanderers must be wary of debris and objects falling from the inverted structures. Gravity pulls items in unexpected directions, creating a constant hazard as structures and objects may dislodge at any moment.
2. Vertigo-Inducing Views: The disorienting nature of the Reversed City can induce severe vertigo. Wanderers might struggle with nausea and dizziness as they attempt to navigate the upside-down streets and structures.

#### Discoveries:

1. Gravity Pockets: Certain areas within the city exhibit anomalies where gravity behaves differently. These pockets may allow wanderers to experience temporary moments of normal gravity, providing a reprieve from the constant inversion.
2. Temporal Inversions: In some locations, time itself appears to invert, leading to moments where events occur in reverse. Observing these temporal anomalies may offer insights into the peculiar nature of the Reversed City.

## Entities:

Reports from wanderers suggest the existence of entities adapted to the reversed environment. Gravity-defying creatures and shadowy figures navigating the inverted city add an additional layer of mystery to Level 27.
Object 3 "Luminescent Humming Shard"

## Description

The Luminescent Humming Shard is a rare object First discovered in Level 2. It appears as a small, translucent crystal shard, emitting a soft, pulsating glow in various shades of iridescent blue. Measuring about 4 inches in length and 2 inches in width, it is surprisingly lightweight, almost weightless to the touch.

The shard seems to hover just above any surface it is placed on, emitting a subtle, soothing humming sound that resonates throughout the vicinity. Its gentle light serves as a guiding beacon for lost wanderers, providing a sense of security and direction amidst the disorienting maze of Level 4.

Upon closer inspection, intricate patterns resembling ancient symbols are faintly visible within the crystalline structure, seemingly etched by some unknown, ethereal force. Those who have gazed into the shard for prolonged periods claim to have experienced heightened clarity of thought and a temporary alleviation of the overwhelming sense of despair and hopelessness that permeates the Backrooms.

Bearing an aura of mystical energy, the Luminescent Humming Shard has become a symbol of hope and resilience for those traversing the desolate corridors of the Levels, offering a fleeting respite from the oppressive emptiness of the never-ending yellow-walled labyrinth.
Object 16 "Chronosphere"

# Chronosphere

## Description

The Chronosphere is a mysterious solid object . It appears as a perfectly spherical orb, approximately the size of a human head. The surface of the Chronosphere is composed of an otherworldly metallic material, giving it an ethereal glow. Despite its solid appearance, the sphere emits a faint pulsating energy that seems to defy the laws of physics.

## Properties

The Chronosphere possesses unique properties that make it both intriguing and dangerous. When touched, the sphere emanates a warm, soothing energy that can temporarily alleviate the intense psychological distress experienced by individuals. This calming effect provides a brief respite from the constant fear and anxiety that plagues wanderers.

However, prolonged exposure to the Chronosphere's energy can have unpredictable effects on the fabric of time and space within the Backrooms. It is said that those who spend too much time in close proximity to the Chronosphere may experience temporal distortions, such as time loops or accelerated aging. The exact mechanisms behind these anomalies remain unknown.

## Effects

The Chronosphere's primary function is its ability to manipulate time within a localized area. When activated, the sphere creates a temporal field that slows down or speeds up the passage of time. This effect can be both a blessing and a curse for those who encounter it.

Those who enter the temporal field experience time dilation, causing minutes or even hours to pass within the field while only seconds elapse outside. This can be advantageous for explorers, providing them with extra time to navigate treacherous sections escape from dangerous entities.

However, the temporal field is incredibly unpredictable, and individuals can become trapped within it indefinitely. This can lead to severe disorientation, as one's perception of time becomes distorted. It is crucial to exercise caution when interacting with the Chronosphere to avoid becoming lost in a never-ending loop of time.

Legends and Rumors: The origins of the Chronosphere are shrouded in mystery. Some believe it to be a remnant of a forgotten experiment or a relic from a parallel dimension. Others theorize that the Chronosphere is a manifestation , a physical embodiment of the labyrinth's enigmatic nature.

Legends abound regarding the Chronosphere's power to alter one's destiny. It is said that those who possess the sphere can manipulate time to their advantage, reordering events and changing the course of history. However, these tales are often met with skepticism, as the risks associated with tampering with time are immense.
Level XX

## Level XX: The Forgotten School

### Description

Level XX is the 3nd level to appear as an abandoned and enigmatic segment of the Mazerooms, manifesting as an expansive, deteriorating school complex. It features long, dimly lit hallways adorned with lockers that appear to stretch endlessly. The classrooms, while empty, still contain remnants of an educational environment long forgotten. The air is heavy with a sense of nostalgia and desolation, amplifying the eerie atmosphere of this forgotten school.

### Entities

#### Entity 15

Entity 15, although now extinct, once had a profound influence within the walls of **Level XX.** Renowned for its contemplative nature, Entity 15 often guided lost wanderers into the depths of the school, offering them moments of introspection within the designated "Reflection Chamber." Its elusive form and enigmatic presence left an indelible mark on the experiences of those who encountered it, imparting deep insights and self-awareness.

### Rooms

#### The Reflection Chamber

The Reflection Chamber is a room shrouded in mystery, often rumored to be a sanctuary within Level XX. Within its confines, one can find an array of reflective surfaces, each seemingly holding profound revelations and hidden truths. The room exudes an aura of quiet contemplation, encouraging visitors to delve into their innermost thoughts and emotions. Those who dared to enter often emerged with a newfound understanding of themselves and the world around them.

#### The Dormant Library

Located on the upper floors of the school, the Dormant Library is a vast expanse of decaying bookshelves and forgotten knowledge. Dusty tomes and faded pages line the shelves, carrying remnants of a forgotten era. However, despite its abandoned state, the library seems to hold a silent wisdom, whispering secrets of the past to those willing to listen.

#### The Hushed Auditorium

Tucked away at the heart of the school, the Hushed Auditorium stands as a testament to the vibrant past of the institution. Its grand stage and rows of empty seats evoke memories of performances and gatherings long since faded into obscurity. Many who step into this space report hearing faint echoes of laughter and applause, as if the ghosts of the past still linger in the shadows.

### Anomalies

#### The Timeless Clock Tower

Rising above the decrepit school building, the Timeless Clock Tower stands as a symbol of eternal stagnation. Its hands remain frozen in time, refusing to acknowledge the passing of days or nights. Its persistent chimes, devoid of any discernible pattern, echo through the corridors, serving as a constant reminder of the temporal distortion within Level XX.

#### The Shifting Courtyard

The courtyard outside the main building exists in a perpetual state of flux, with the seasons changing sporadically and without warning. One moment, it might be veiled in the vibrant hues of autumn, and the next, it could be blanketed in the pristine snow of winter. The shifting nature of the courtyard adds to the disorienting experience of navigating Level XX, leaving travelers uncertain of the passage of time.
Brothers of the Revolution

Cockade of the Brothers

The Brothers of the Revolution is a collective of Drachenflussian fanatics, brigands, and mercenaries who rally behind the vision of an idealized egalitarian nation. Abbreviated as BoR, they serve as the radical element within the Anti-Monarchist League. Since the Drachenflussian Civil War, the BoR has emerged as a significant force within the Drachenflussian political landscape, extending their sway across the entire nation. Notorious for their lawlessness and cruelty, these brigands frequently resort to violence and torture against their adversaries
Object 8 "Almond Essence Elixir"

## Description

Object 8, commonly referred to as the Almond Essence Elixir, is a peculiar substance discovered within the labyrinthine realm of the Mazerooms. Unlike its more common counterpart, Object 7, this enigmatic elixir is renowned for its distinctive aroma reminiscent of fresh almonds, leading to its popular moniker as the "Almond Essence Elixir." It is said to possess unique properties that instill a sense of calm and tranquility in those who encounter it, often providing solace in the disorienting and unsettling environment of the Mazerooms.

## Physical Properties

The Almond Essence Elixir is typically found within unassuming glass vials that appear to be untouched by the oppressive nature of the Mazerooms. These vials are sealed with intricately designed cork stoppers, preserving the essence within. The elixir itself exhibits a faint, ethereal glow that softly illuminates the immediate area, providing a subtle sense of comfort amidst the darkness of the Mazerooms. Its texture is described as silky and smooth, with a consistency similar to that of pure water.

## Effects

Upon consumption or even exposure to its aromatic vapors, individuals often report a temporary alleviation of stress and anxiety, as well as a heightened sense of mental clarity and focus. Many claim that the elixir induces a serene state of mind, enabling them to navigate the treacherous pathways of the Mazerooms with a renewed sense of purpose and resilience. It is also rumored to possess mild regenerative properties, aiding in the accelerated healing of minor wounds and injuries sustained within the Mazerooms.

## Encounters and Rumors

The discovery of Object 8 has sparked numerous rumors and stories within the Mazerooms community, with some claiming that prolonged exposure to the elixir can unlock hidden memories or unveil forgotten truths about the nature of the enigmatic realm. However, cautionary tales also warn of the potential side effects of overindulgence, including a temporary detachment from reality or an unsettling sense of dissociation from one's surroundings.

## Current Status and Research

Despite ongoing efforts to study the origins and properties of the Almond Essence Elixir, its mysterious nature remains largely unexplained. Various expeditions have been organized to locate the source of Object 8, yet the elixir continues to manifest sporadically within different regions of the Mazerooms, leaving researchers perplexed by its unpredictable appearances. The quest to unravel the secrets of the Almond Essence Elixir continues, with many dedicated explorers seeking to harness its potential for the betterment of those trapped within the endless corridors of the Mazerooms.
Items

### Please note that some Objects wont have links Because either that no one put it or its just does not exist yet

Items are Objects that can be found across levels.

* (Objects list 1)
* (Object list 2)

## 0-10

* Object 1 "Flashlight"
* Object 2 "The school supplies"
* Object 3 "Luminescent Humming Shard"
* Object 4 "Liquid Dust"
* Object 5 "Harmony Beehive Lantern"
* Object 6 "The Key"
* Object 7: "Aetheric Vessel"
* Object 8 "Almond Essence Elixir"
* Object 9
* Object 10

## 10-19

* Object 11"The Enigmatic Relic"
* Object 12
* Object 13
* Object 14
* Object 15
* Object 16 "Chronosphere"
* Object 16
* Object 17
* Object 18
* Object 19

## 20-90

* Object 20
* Object 21
* Object 22
* Object 23: "Nectarade"
* Object 24
* Object 25
* Object 26
* Object 27
* Object 28
* Object 29
* Object 30
* Object 31
* Object 32
* Object 33
* Object 34
* Object 35
* Object 36
* Object 37
* Object 38
* Object 39
* Object 40
* Object 41
* Object 42
* Object 43
* Object 44
* Object 45
* Object 46
* Object 47
* Object 48
* Object 49
* Object 50
* Object 51
* Object 52
* Object 53
* Object 54
* Object 55
* Object 56
* Object 57
* Object 58
* Object 59
* Object 60
* Object 61
* Object 62
* Object 63
* Object 64
* Object 65
* Object 66
* Object 67
* Object 68
* Object 69
* Object 70
* Object 71
* Object 72
* Object 73
* Object 74
* Object 75
* Object 76
* Object 77
* Object 78
* Object 79
* Object 80
* Object 81
* Object 82
* Object 83
* Object 84
* Object 85
* Object 86
* Object 87
* Object 88
* Object 89
* Object 90

Yet to be added