recursal/Fanatic-Fandom huggingface dataset:
Level 12

**SURVIVAL DIFFICULTY:** *Class 1e*
**⯁ Safe**
**⯁ Stable**
**⯁ Altered Geometry**
**⯁ Lung Hazard**

Level 12 is the 12th Level of The Backrooms.

## Description

**Level 12** appears to be a fake western town. It consists of various bygone structures, the vast bulk of which are supported by smaller mainstays. The counterfeit sky seems to be the most intriguing aspect of this Level.

The constructions on this level are mostly bereft of cabinetry and supplies; however, almond water as well as some essential resources are occasionally available. Moreover, the ground is inherently composed of concrete. Dust is present in the environment, and in large quantities, it can harm one's health.

The constructions are very old, in which spiderwebs, vast quantities of dust, and sometimes even gaps in the ceilings and walls can be found. The windows, however, are typically constructed of thick glass which requires some effort to break.

   Basements of multiple lengths may occur in some of the aforementioned buildings. Basements can differ in size from just few square meters to several square miles. The majority of the resources discovered there are unusable, and any food found is most likely expired. Some of the basements may have imploded or deluged as well.

Surprisingly, no natural presence of wind has been documented here. No rain, snow, or any natural disasters have been documented either. Because of the scarcity of supplies, particularly water, this level is not recommended for permanent residence.

As of right now, no Life-Forms have been registered on this Level.

## Details

One may come across crates, chests, wardrobes and other furniture in buildings at rare times. Usually, nothing valuable is found in crates and chests, but travelers who are lucky enough may find water supply, clothes, and sometimes even weaponry.

## Entrance

* One may come across a certain window on Level 11, which leads to this Level.
* Finding a structure in Level 9 which looks similar to those in this Level, may have an exit there.

## Exit

* Sometimes, a door made out of dark wood can be found, which brings one to Level 13.
* Breaking a window that shows a wheat field may lead one to Level 10.

## Anomalies

One may stumble across two or more buildings clipping into eachother. On rare instances, another person may notice gaps in the fictitious sky, uncovering a white void. In even more rare occasions, there may be cracks in the ground revealing a collapsed basement.

« Level 11 | Level 12 | Level 13 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

**Credits**

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Author: yatadev

Images: Images from unknown soruce.
Level 14

**SURVIVAL DIFFICULTY:** *Class 3*
**⯁ Unsafe**
**⯁ Unstable**
**⯁ Regular Geometry**
**⯁ Bodily, Mental Hazards**

Level 14 is the 14th Level of The Backrooms.

## Description

**Level 14** is an abandoned military hospital dating back to the 1800s located in Germany. It is currently in a deteriorated state as a result of aging. The blue, tiled walls of its unending rooms are covered in dirt and reek of blood and vomit.

Contaminated water containing bodily fluids leaks from the pipes, the ceiling has degraded, and the walls can no longer support it. Chunks of rotten wood fall from the ceiling, scattered throughout the hospital halls. Be cautious when navigating, as a chunk from the halls can collapse and crush others in debris. Much of the floor is wet, even flooding some rooms, and an emergency alarm can be heard loudly blaring at all times.

Walls with holes can effectively function as a small crawling space if needed. Windows in this level will almost always show a foggy void, and may rarely show the real world from a random window of a random abandoned hospital there. They may also show other levels of the Backrooms and even weird landscapes. One Wanderer reported seeing Level 10 from one of the windows.

It is recommended to avoid the windows at all costs due to them possibly being a Entity.

The only creatures in **Level 14** are spirit-like figures who look like patients and hospital staff. Many of these spirits have deformed faces in ways that cannot exist naturally in humans. Though these figures occasionally seem to be aware of the presence of Travelers, there is no way to interact with them, as any attempts will cause you to simply phase through them.

This hospital may randomly switch on or off lights and trigger fire alarms, if you hear voices that speak in old English, they are more likely to be from a spirit.

## Details

Cabinets with syringes and first-aid kits can be found. It is not recommended you use these first-aid kits, as they have exhibited unusual results.

Most walls appear broken or vandalized with graffiti that is indecipherable or completely nonsensical and is believed to be a natural feature of the Level.    Stairs can be found in this Level which can lead to upper floors.
## Entrances

The main entrance to **Level 14** is through a elevator in Level 13.

Another way to enter **Level 14** is through a staircase that appears in Level -2.

## Exits

**Level 14** can be exited by walking through the rooms with arrows pointing at the direction of the exit. This leads to Level -2.

Another exit is **Level 14**'s double doors, which lead to Level 14-B.

Taking a elevator in **Level 14** will lead to Level 14-C's Mall in Block A.

Going down 2 flights of stairs and entering a metal door in this Level will lead to Level 15.

### Ambience

« Level 13 | Level 14 | Level 15 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Original Authors: CutTheBirch

Original Page: Wikidot, Fandom.

Images: Images are from a abandoned military hospital in russia.
Entity 3

HE IS NOT HERE

WELCOME BACK **Anonymous**

**ENTITY HAZARD:** *Class 5*
**⯁ Danger Level: 5**
**⯁ Intelligence Level: 5**
**⯁ Frequent Levels: Unknown**

Entity 3 is the 3rd documented Entity of The Backrooms.

## Description

Entity 3, [UNDEFINED] is a major class Entity that can be located at random in open-space Levels.

It has the appearance of a black humanoid, strings at the end of its fingers and legs, also with spikes on its arms and shoulders. Entity 3 emmits a sense of danger when it locates its prey, making it paranoid and too fearful to move.

## Behaviors

Entity 3 appears to be floating at all times and makes a low groaning noise, after Entity 3 catches its prey, it will start puppeteering its corpse to lure more people towards it, doing this is very easy considering that others will be happy to know that they are not alone, atleast not with humans.

Entity 3 at first will begin stalking you from the distance, from the corner of your eye or from the shadows. After a few hours it will start messing with you using objects, like breaking branches, objects being thrown from afar and such. After 2 days, one will not withstand the circumstances of their situation and will go insane, and thats when **[UNDEFINED]** attacks, the only way to avoid this **is** to either abandon the Level or offer one of your companions to it.

## Biology

[UNDEFINED] seems to be made from another material called "Pure Silence", explaining why it cannot be heard when he passes by, meaning that he could be **right behind you** at any given time.

« Entity 2 | Entity 3 | Entity 4 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**
Life-Forms

(Joke Entries)

## Information

Life-Forms in The Backrooms are a category of varying beings that reside inside The Backrooms, there are varying types of Creatures, such as Passive and Aggressive. The nature of these "Life-Forms" are most stray far from what we know in our world.

Understanding the nature of these Creatures is a crucial method of survival inside The Backrooms.

Each and every single one of these Creatures habit different places of The Backrooms, some are unique to their Level while others are spread all over The Backrooms as we know it, the best way to avoid a Creature is by either running away and hiding, or you can terminate it with a blunt weapon or ranged weapons.

Here's a list from which you can read from:

Entities:

* Entity 1 - The Whisperer

* Entity 2 - The Smiler

* Entity 3 - UNDEFINED

* Entity 4 - Hounds

* Entity 5 - Facelings

* Entity 6 - Skin-Stealers

* Entity 7 - Deathmoths (Being Written, Slot Reserved.)

* Entity 8 - The Sightless (Being Written, Slot Reserved.)

* Entity 9 - The Fern (Waiting on the author)

* Entity 10 - Gorers (Being Written, Slot Reserved.)

* Entity 11 - Cubers

* Entity 12 - Skin Givers

* Entity 32 - Stop-Motion

Specimen:

(Brief explanation: Specimen are Entities that are usually humanoid in both appearance and intelligence, said Entity does not have to look human, but they need to understand Basic English and have anomalous properties to be considered as such.)

* Specimen 1 - Decayed People (Being Written, Slot Reserved.)
Level 9.1

**SURVIVAL DIFFICULTY:** *Class 3*
**⯁ Unsafe**
**⯁ Stable**
**⯁ Altered Geometry**
**⯁ Mental Hazard**

Level 9.1 is the 1st Sub-Level of Level 9.

## Description

    **Level 9.1** is what seems to be a modern version of Level 9, stuck in a constant thunderstorm. As if it is the prelude of Level 9, due to the similarity that Level 9 resides in a Post-Rain ambient, sometimes still raining.

This Sub-Level, despite being a modernization of Level 9, still has the same anomalous property present, such as buildings going through eachother, misplaced stop signs, and reflection delay. And another aspect similar to that of Level 9 is the ever-present fog, but due to the rain that fog seems to be thicker than that of Level 9.

Unlike Level 9, streetlamps and eletricity function normally in this Sub-Level, along with a weak WiFi signal, but still enough to be able to use phones, computers, etc.

Oh...

Sorry for that, just a random integer error.

Let me rephrase that:

**Level 9.1**, despite having many houses, they also have many stores as well, but oddly enough, most of them are all TV stores with barely functional TVs. Most of these TVs are playing random commercials from the 80s or the 90s, this does not have any anomalous properties and is completely safe to approach, we assure you.

## Entrances

Walking off-course in Level 9's streets can get you here, after going to a specific Suburban street.

## Exits

Backtracking can get you back to Level 9.

Staying here for 2 weeks can eventually get you to Level 9.2, but this only happens if you are inside a house, if you are outside any house, nothing will happen, you only get to Level 9.2 after waking up, which is when you'll be greeted with a bird's singing.

« Level 9 | Level 9.1 | Level 9.2 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

**Credits**

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Author: Lxnar\_Whrxd

Images: u/Lapizlazullie.
Level 58

**SURVIVAL DIFFICULTY:** *Class 2*
**⯁ Safe**
**⯁ Stable**
**⯁ Altered Geometry**
**⯁ Bodily Hazards**

Level 58 is the 58th Level of The Backrooms.

## Description

    **Level 58** is an abandoned Bank with a size estimated to be as big as Level 0, making it one of the largest Levels there is to date.

This Level seems to be stuck in a world where everything is upside down, travelling in this Level is very dangerous dude to the roof being mostly broken down and could eventually collapse under your feet.

**Level 58** is mostly made out of concrete and has some windows on it's sides, and in the floor, or should i say, from your perspective, the roof, is mostly littered with chairs, glass shards, paper, and so on. EVery few rooms you should find lockers that have all been busted open, presumably by other Travelers, as a few ones are still closed.

    In a few rooms you might find Computers in **Level 58**, a few of them dont work, while others instead display a clock that still seems to function despite the Level's conditions.

Often looking out of the Windows will reveal a upside down city with functioning Cars, but this could all be fake, as there is no such Level with functioning cars up to date. The city seems to be locked during daytime, even if the clocks say otherwise.

There are many rooms in **Level 58** where you will encounter doors placed normally in the ground, (In this case, roof, but as you're upside down it doesn't matter.) as if it were already upside down to begin with, entering these doors usually leads to a dark hallway with a big pipe on the side, resembling Level 2.

Jumping off the windows is not recommended.

## Details

Graffiti can usually be found on this Level's walls.

## Entrances

One of the main entrances is through Level 57, simply by No-Clipping through a darker wall.

Another one of the entrances is through Level 87, by going through one of the doors.

## Exits

To exit **Level 58**, one must find a upside down elevator, (From your perspective it's placed normally.) entering it and pressing the button for Level 59 will get you there.

Pressing any other button will get you to the respective Level.

## Gallery

« Level 57 | Level 58 | Level 59 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Concept: DrownedDiablu on Discord.

Images: Cocoa Beach Glass Bank.
Theories

## Information

One big part of the Backrooms, is that nobody knows what it is meant or supposed to be. Theories about the Backrooms and what it was meant for, or why it is here, just outside of our Reality can be found documented below.

Theories in Analysis:

* (None, yet.)

Confirmed/Proven Theories:

* (None, yet.)

Archived/Dis-Proven Theories:

* (None, yet.)
Level 39

**SURVIVAL DIFFICULTY:** *Class 2*
## Description

**Level 39** is a ghost-quiet house where time is forever frozen in pitch-black madness.

The Level is outfitted with crooked, dusty furniture and long-forgotten antique ornaments, and the ill-sounding quietness that fills them up. As strange as it may be, bathrooms will have disgusting, moist carpets instead of pale white marble tiles.

Whatever may have taken refuge here must have rotted away, dropping rotten flesh from the kitchens. It may emit a rotten pocking odor that disgusts us. That smell is the sad rotten blob of disgust and abomination at the back of the globe. You smell the bread? It even has that abhorrent loathing mold on it, and you think gross maggots and dirty flies live here, that's just scratching the surface.

Non-Euclidean geometry can be mind-bending for some. You see a giant square hole, then look up to see other floors up and down repeating themselves. You didn't fall because the hole is defended by a stair guard, and it's forever a long infinitum that awaits you. Or when you enter, two random doors that lead to a big bathroom or a second door that leads to a kitchen, and you think it's strange how when you enter, both are in the same position.

You're imagination is questionable here because you believe the darkness is holding something within it; isn't that your imagination? It's not real, right? Look behind you.

## Details

The nightlights glow in the dark abyss of this level; they are there to keep the mental monsters away, and you glance and see one of the nightlights. Look at Heaven's glow from these nightlights that abound on your body and your doomed soul in this forsaken liminal hell.

## Objects

Going to the kitchen: check the wooden drawers and find Almond Water and Liminal popsicles You can also smell the abomination that is rotten meat. Do not consume the meat, or something god-awful could happen.

## Entrances

When you find the dusty old bed on Level 38, snoozing into the bed will bring you here.

Finding a house door on Level 90 and entering it will send you here.

## Exits

If you find a door that is shaped like a tree, entering it will send you to Level 40.

If you find a mall door and go into the mall door, you will be on Level 26.

## Note

It came to our attention that this could be vandalism to our database. This isn't the first time that something like that has happened. If you ever read Level 50, you will know what I am talking about. That person was bad-shit insane. Now we have this. Whoever written it, I am glad, but still. Its very strange that people who decide to remain anonymous have access to the database.

In fact, the person who wrote this page is unknown. Whoever this is had a personal diary, to where they would document their experience with this, dimension. Strangest of all, the diary was discovered to have some information regarding, something else. -M.E.G Archiver John ███████

« Level 38 | Level 39 | Level 40 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

**Credits**

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Author: RoboticCow2
Images: Source
Object 5

Object 5 is the main source of hydration in The Negative Levels of The Backrooms and is a critical asset for one's survival.

### Description

   **Cashew Juice** is a common object present in all Negative Levels of The Backrooms, it is most commonly found in Level -3 and many other Negative Levels.

It functions almost in the same way as Almond Water, except it does the exact opposite. **Cashew Juice** does not replenish your sanity, rather, it drains your sanity. **Cashew Juice** should only be used as a last resort if you run out of any consumable objects. **Cashew Juice** can also be used to attract Life-Forms, to lure them in for traps or to be used as a way to tame them, they can only be attracted if you open the lid.

**Cashew Juice** and Almond Water as mentioned above, are polar opposites, meaning that it is not reccomended that you use this fluid in any injury, or if you have come in contact with a Skin-Stealer.

Despite having all these mostly useless uses. Almond Water and **Cashew Juice** can be mixed, doing that would cancel eachother's effects, making a simple drink that one can take at any time to quench their thirst.

### Identification

**Cashew Juice** is usually contained in a tiny glass bottle with a white lid, often the colors vary through a brighter reddish-brown and a darker shade of reddish-brown. And by opening the lid you can smell a strong odor of Cashew, making it easy to identify that it is indeed **Cashew Juice**, and unlike Almond Water, it can never expire.

« Object 4 | Object 5 | Object 6 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Images: Unknown Source
Level 26

**SURVIVAL DIFFICULTY:** *Class 1*
**⯁ Safe**
**⯁ Stable**
**⯁ Non-Linear Geometry**
**⯁ Bodily Hazards**

Level 26 is the 26th Level of The Backrooms.

## Description

   **Level 26** resembles an old, dusty and quiet hotel. Rooms are often completely empty, although sometimes chairs and tables can be found. Most of the Level has a greenish carpet with sometimes unique patterns.
The carpet almost is always in perfect condition and looks mostly unused, however the carpet is still often very dusty. It is currently unknown how big **Level 26** truly is due to layout being confusing and often possessing non-linear geometry.

This Level is lit through typical fluorescent lighting, which looks similar to Level 0 however unlike Level 0, the hum-buzz is barely audible, leaving the Level almost completely eerily quiet. Despite **Level 26** mostly being completely lit by fluorescent lighting, there are still some dark areas that can be found. It is recommended to avoid these areas as it's likely that a Smiler is lurking there.

   The walls consist of yellowish concrete and also sometimes white concrete. Most doors are locked, but those that can be opened usually lead to rooms like bedrooms, cafeterias and other hallways.

Sometimes they can also lead to a staircase, something resembling a gym or an indoor pool. But most of the time unlocked doors lead to rooms with seemingly zero purpose, for example rooms full of tables, chairs or a maze of lamps.

   Cafeterias are the main area which has resources on **Level 26**. They are home to many sorts of foods, ranging from vegetables to fish. Most of these seem eatable and non-poisonous, even if the food is raw. It is recommended to take as much food as you can take, as cafeterias are quite rare. Sometimes resources can also be found in the bedrooms, but most are empty, sometimes even devoid of furniture.

While the rarely found gyms do have gym equipment, most, if not all, of these seem impossible to operate, making these types of rooms pretty much useless.

The indoor pool areas usually consist of one pool, which seems to stretch almost infinitely in depth. This is also the only area that doesn't use fluorescent lights, and also the only area where the walls can be differently colored other than white and yellow. These pools also provide an exit out of **Level 26**.

## Entrances

Going up a staircase from Level 25 will lead here.

Another way to enter is to enter a mall door in Level 39.

## Exits

The main way of leaving is finding an elevator which will lead to Level 27.

Sometimes you can find a large pile of snow near the cafeteria, jumping into it will lead to Level -5.

Diving into the depth of the indoor pool may lead to Level 72.

« Level 25 | Level 26 | Level 27 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: 20Tom07

Original Page: Wikidot Version

Original Authors: avertexpert

Image 1: https://www.flickr.com/photos/8729191@N07/2333733999

Image 2: Unknown

Image 3: https://www.flickr.com/photos/94341002@N05/10133195433
Object 2

## Object 2 - "Energy Bars"

Object 2 is the main source of nutrition in The Backrooms and is a critical asset for one's survival.

### Description

   **Energy Bars** are common items along with Almond Water, that is usually present in almost every single Level of The Backrooms. It is the main source of nutrition across The Backrooms other than Almond Water.

**Energy Bars** are one of the most effective consumables across The Backrooms to keep you up at night, if you are exploring that is, and it is useful to run away while being chased aswell, as **Energy Bars** have the anomalous property of boosting your adrenaline system, even if it sounds unhealthy, your body will be fine, since once eaten, your body will adapt to the boosted system.

**Energy Bars** often come with no specific brand, it may even look like a normal Energy Bar brand from Baseline Reality, or could be a brand made by The Backrooms themselves, **Energy Bars** can also appear as normal Chocolate Bars, with varying tastes.

### Identification

**Energy Bars** can appear with any kind of brand, from either Baseline Reality or The Backrooms, when unwrapping said Energy Bar, they smell like Chocolate or like Granola.

**Energy Bars** are usually found on crates and vending machines, they never are left on the floor, if so, that might not be a Energy Bar, the only exception is for Level !.

### Main Sources

The main sources of Enery Bars are from Level 1, Level 4 and Level 11, as they are mostly safe and are rich in supplies, there are many other Levels with **Energy Bars**, but these are the closest ones from Level 0.

« Object 1 | Object 2 | Object 3 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Images: Unknown Source
Entity 6

**ENTITY HAZARD:** *Class 5*
**⯁ Danger Level: 4**
**⯁ Intelligence Level: 2**
**⯁ Frequent Levels: The Main Nine**

Entity 6 is the 6th documented Entity of The Backrooms.

## Description

   Entity 6, as the Skin-Stealer, is tall humanoid that can wear the skin of it's victims as a disguise to lure even more prey and disguise as them. They eat human flesh when famished, otherwise it roams aimlessly if they does not need to eat. Their blood is translucent, likely Almond Water, and they can mimic human speech. They are most commonly found on the first 9 Levels, but there have been sightings in several other Levels. They have impressive physical capabilities, that seem to compensate for it's intelligence.
## Behaviors

Skin-Stealers are docile if they do not need to feed, in this state, they will not be hostile unless you aggravate them. In a famished state, they will seek out lone humans and will then use their strength to tear them apart with their hands.

## Biology

Skin-Stealers are tall, pale humanoids with sunken white eyes. Their outer layer of flesh is covered with bumps similar to the suckers of an octopus' tentacle. These stick to skin that is torn off of humans. These bumps also pump blood and nutrients into the skin, to make it feel warm and alive as well as prevent decomposition. In addition, it heals the skin, hiding any cuts that may identify a real human. After a period of around 24 hours, the skin will be digested through the surface of Entity 6, and the Skin-Stealer will enter a docile state.

« Entity 5 | Entity 6 | Entity 7 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Original Authors: 1000dumplings

Original Page: Wikidot, Fandom.

Images: Images by u/TheGravityBreaker .
Level 48

**SURVIVAL DIFFICULTY:** *Class 2*
**⯁ Safe**
**⯁ Unstable**
**⯁ Altered Geometry**
**⯁ Bodily Hazards**

Level 48 is the 48th Level of The Backrooms.

## Description

   **Level 48** is a expansive building with randomly segmented rooms with interconnected corridors. The walls and ceiling are made out of reinforced concrete while the pools have ceramic tiling in it's structure. Despite having a variety of wide rooms, some of them are mostly occupied by pillars and staircases, making it very difficult to traverse.

Water seems to defy normal logic, as in, opening a door inside a flooded room, the Water will not flow inside said room. This water is not safe to drink, as some of them are polluted due to slow deterioration of the building.

Stairs are one of the main ways to progress inside the Level, giving access to new sets of rooms in **Level 48**. Lightning is not often present in the Level's rooms, the only lights come from tiny pool lights on the sides of each pool, they are very faint, but effective against Smilers.   A common abnormality present in the Level are doors inside pools, entering those doors will lead you even deeper inside **Level 48**. Though not recommended it is advised to use these doors as last resort if being chased by a Smiler, Duller or any other Being. Small pipes are present in every few rooms gushing out water at pools, though they do not overflow due to the Water's anomalous properties.

Corridors are present between rooms, all of them are interconnected, in a almost maze-like fashion, these corridors resemble tunnels, with wet floor, broken pipes and mold. In these tunnels it is advised to walk with caution, since Smilers are mostly present in the darkness.

## Entrances

Entering **Level 48** can be rather difficult, as one needs to find a pool in Level 47 and stay underwater for 5 minutes, if you come out too early, you can be sent to Level 72.

Another way of entering **Level 48** is by going inside a abandoned Hotel in Level 11.

## Exits

One way to exit **Level 48** is to find a emergency staircase that leads to Level 49.

Another way of exiting **Level 48** is going through a fancy door inside a pool, doing so will lead one to either Level 5 or Level 48.1.

« Level 47 | Level 48 | Level 49 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Images: Unknown Source
Object 4

## Object 4 - "Mechanized Watches"

Object 4 is a useful object for someone's survival.

### Description

**Mechanized Watches** are objects found in several Levels across The Backrooms. It is mainly used for survival purposes, but can as well be used as Traps. They take the appearence of a **Watch** with several Mechanical touches into it, including 5 Buttons and a screen to display its information. The way it works or its creators are still unknown.

**Mechanized Watches** can be found in wooden crates/boxes or be traded for. Their purpose is to show the current carrier of the **Watch**'s stats, which can be seen by pushing one of the 5 Buttons present below:

* **Light Green** shows your **Health Conditions** based on your **Vital Signs**.
* **Blue** shows your **Respiration Rates**.
* **Cyan** shows your **Body Temperature**.
* **Pink** shows your **Pulse Rates**.
* **Red** shows your **Heart Rates** and **Blood Pressure**.

The **Red** Button causes loud beeping when your **Heart Rates** or **Blood Pressure** are high, because of that, while wearing a **Mechanized Watch**, it is advised to stay as calm as possible, since the loud beeping may attract Entities or reveal your location to something or somebody you are trying to hide from, which could lead to your demise. Any attempts on trying to remove the **Red** Button or modifying any of the **Watch**'s functions won't work and will result on its mal-functioning where its carrier gets electrocuted to death.

Only the carrier of the **Watch** can see its information being displayed, any other person can't due to the object's anomalous properties.

### Identification

Several **Mechanized Watches** may or not be a Trap, to identify a Normal Variant from a Trap Variant, it's simple, just check if there isn't anything wrong with the **Red** Button. If not then its safe to wear and use, but if there is something wrong with the Button, it is advised to get rid of the **Watch**, since as told above, it would electrocute its carrier to death due to mal-functioning.

### Main Sources

**Mechanized Watches** are hard to get, but can be found in any Level of The Backrooms that contains wooden crates/boxes with a eye symbol encraved onto it.

« Object 3 | Object 4 | Object 5 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: **CrisPoggers**
M.E.G.

(DISCLAIMER: I do not own the M.E.G., Stretchster does, please do not assume im the creator of it.)

## Description

The M.E.G. (Major Explorer Group) started as an Outpost during 1989, to a Military Government for The Backrooms back in 2001. They are the people that try to keep the people of The Backrooms safe from Creatures, and other dangerous Factions.

The M.E.G. have multiple Teams for multiple tasks, to ensure the safety of others. This Faction is very friendly, and will allow new members into a "Volunteer Squad" until they are ready to be in a Team of their own.

Currently, The M.E.G. is expanding their database, and are also collaborating with us to expand our own, with their own info, and even recordings of the past.

### Regiments

Regiments are composed of different teams which work together with missions, expeditions, and many more dangerous work.

* Compass Point | Frontline Expeditioners

* Wild Warriors | Entity Removal

* Quick Match | Rescues and Raids

* Track Mappers | Mapping and Pathfinding

* Life Line | Civil Aid & Recovery

### Divisions

Divisions have a more civil organization within the M.E.G., they are comprised of Teams who carry out orders for the Overseers.

* Location Salvation | Material Repossession

* Volunteer Squad | Militiary Volunteers

* Trial Testers | Research

### M.E.G. Outposts

   Outposts are several different bases the M.E.G. have set throught their exploration of The Backrooms, usually they are most commonly found in safer Levels.
* Base Alpha - Level 1

* Base Omega - Level 4

* Base Gamma - Level 3

* Base Beta - Level 11

Each base are guarded by armed Guards, if asked nicely one can be allowed inside said Outpost and get help from the M.E.G., if the M.E.G. senses that you are a threat, they will escort you outside and will warn you to stay out.

**M.E.G.**
**Bettering Humanity**
Level 16

**SURVIVAL DIFFICULTY:** *Class 1*
**⯁ Safe**
**⯁ Unstable**
**⯁ Altered Geometry**
**⯁ Bodily Hazard**

Level 16 is the 16th Level of The Backrooms.

## Description

**Level 16** was originally a medical facility known as "J. Barry Medical Institute". On May 12, 2003, the entire facility knocked out the Backrooms for seemingly no reason, along with all the patients and staff members inside.

It looked as if it "Just fell through the ground, like there was nothing under it." Since the hospital noclip event occurred, the building itself has begun to change in its layout and spill over into new corridors and rooms, resulting in a building growth of approximately 1200%, which is currently estimated to be approximately 10 miles square.

Despite this, the overall aesthetic of the building is largely the same, as it is decorated with similar supplies, framed paintings, foggy windows, etc. Aside from the "original" part of the hospital, the Level has almost no power, and is constantly dark. Most of the technology in the Level is outdated and dysfunctional, with or without power. Most of the inhabitants of this Level are Survivors, or Creatures such as Insanities and Facelings.

## Entrances

Traveling far enough in Level 14, finding a hospital door and entering it will get you to **Level 16**.

## Exits

The original hospital exit doors lead to Level 17, but can rarely lead to Level 10 or Level 11.

You can explore far enough into the original hospital to possibly reach a higher Level, No-Clipping through a wall can lead to Level 4 or Level 20, No-Clipping through darker areas you can end up at Level !.

« Level 15 | Level 16 | Level 17 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Original Authors: 1000dumplings

Original Page: Wikidot, Fandom.

Images: Images are from the Wikidot and the Fandom.
Level 0.2

**SURVIVAL DIFFICULTY:** *Class 2* **⯁ Unsafe** **⯁ Unstable** **⯁ Non-Linear Geometry** **⯁ Mental Hazards**

Level 0.2 is the 2nd Sub-Level of Level 0.

## Description

   **Level 0.2** has several correlations to Level 0 such as identical wallpaper, however the general architecture, and layout are drastically alterated.

**Level 0.2** displays to be furthermore claustrophobic than its predecessor; within the Sub-Level's walls are Windows with metal frames, similar to Level 0's Windows, except they have wooden frames. The hum-buzz from the lights within this Sub-Level are decreased. Albeit, they can excitedly begin to rise arbitrary occasions, similar to Level 0's mental effects it has on someone.

The Lighting within this Sub-Level are - as stated before - viridescent, despite this, reflections show to have a white-like shine. The Sub-Level itself, however, is not as green as showed, as the fluorescent lights cause this, it is hypothesized that the Sub-Level has a look-alike color to that from Level 0.

## Details

Windows throughout the Sub-Level transmit a fern-like color, though, the windows themselves don't have this color. The only reasons why is because they reflect the light inside of the Sub-Level, if you look at it for long enough you may see the room behind said Window.

There are some snugly spaces on **Level 0.2**, frequently on or near corners. The Sub-Level is not entirely safe, but it is also not particularly dangerous. It is not recommended to stay in the Sub-Level for too long, however, because there are inadequate supplies and resources.

## Entrances

The only known way to enter **Level 0.2** is through Level 0's Shafts, after climbing for a few minutes one can encounter wall paint making out "Floor 0.2". Going through the door of Floor 0.2 will lead you to this Sub-Level.

## Exits

To exit the Sub-Level, you need to find another Shaft, similar to Level 0's, doing so will get you back to Level 0 or will get you to a random new floor of **Level 0.2**.

## Events

Similar to it's parent Level, this Sub-Level has that same blackout from Level 0. Except there is a chance of the lights exploding due to energy overflow.

## Rooms

On rare occasions, holes in the roof or floor may reveal an extremelly dark and tight structure, known as The Stygian Room. Almond Water, books, and other items are rarely found inside the structure.

The Stygian Room is mostly composed of brick walls and pillars, with very dim orange lights.
It is common to find crates, tires and other objects in The Stygian Room. In extremelly uncommon occasions, working computers can also be found in it. The room itself usually has little to no lighting in it.

« Level 0.1 | Level 0.2 | Level 1 »

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**Exploring Limspaces since 1954**

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Author: yatadev

Images: Image is AI Generated.
Entity 32

**ENTITY HAZARD:** *Class 2*
**⯁ Danger Level: 2**
**⯁ Intelligence Level: 3**
**⯁ Frequent Levels: Level 94**

Entity 32 is the 32nd documented Entity of The Backrooms.

## Description

   Stop-Motions are inhabitants of Level 94, during night they are hostile creatures that have the appearance of cartoon characters, similar to those made in the 30s to 50s. They appear at night and will search for prey in Level 94. During the day, a second species of Stop-Motions will be inhabiting the Level's town.
## Behavior

Hostile Stop-Motions will come out and begin to search for anything that does not appear animated. When they see someone that is not animated, they will kill them with what seems easier for their body-shape. Clay Stop-Motion characters will drown prey in clay, while more plastic or wooden Stop-Motion will use blunt force. These Creatures are not intelligent, so your best chances of survival come from hiding from them. All Stop-Motions show an extreme level of physical strength.

Friendly Stop-Motions during the day are very friendly and seem to know basic talk, attemping to ask how to exit Level 94, will result them into blankly staring at you for a few seconds then responding, "You should ask the king.", though it has been reported Stop-Motions stalking you after being asked how to Leave. Other than stalking, they are very friendly and are willing to help you with your journey.

## Biology

The appearance of Stop-Motions varies greatly. Some will appear as Puppets, while others will take the form of a Clay Stop-Motion character. They come in a huge variety of shapes, sizes, and Cartoon Shows, but mostly the theme is showing up as a Animal. Their most defining trait is the way they move, which looks like a "Stop-Motion" animation, (thus the name of the Creatures) described as choppy. Stop-Motions' voices are usually very loud as if their battery has almost come to an end, some dont even have a voice, only has static coming out of it.

« Entity 31 | Entity 32 | Entity 33 »

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**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Original Authors: 1000dumplings

Original Page: Wikidot.

Images: From Nat Finkelstein.
Level 1-B

**Level 1-B** is the 1st alternative Level of The Backrooms.

## Description

    **Level 1-B** resembles to be a parking lot, with thick pillars with yellow and black stripes on them, the floor and walls are mostly composed of concrete, while the ceiling is made out of hardened concrete, and pipes lining up all over the roof.

Just like Level 1, the floor is also very wet, with puddles of water everywhere, the lights in **Level 1-B** are very dim, and gives the Level a very faint blue glow everywhere. Unlike Level 1, this Level is completely devoid of blackouts, as it is being powered by a different power source, Level 3-B.

**Level 1-B** has a few connections with Level 0, such as each room being randomly generated, never being the same, but sometimes that is not the case, as a few special rooms seem to be repeated in different areas. **Level 1-B** is seemingly, flawless, as there has been no reports of there ever being broken walls, or signs of deterioration.

While exploring **Level 1-B**, one many come across one of the Level's generators, which is what gives the Level power, but these generators are mostly powered by Level 3-B, these two combined make endless supply of energy, and that energy can be used to charge phones, computers, you name it.

This Level has many areas that have no lights, in these areas usually reside Smilers, which are the most common Life-Forms in here, or rather, the only type of Life other than Humans.

**Level 1-B** can also be considered as, Level 1's superior counterpart. As it bests Level 1 in many different ways.

## Entrances

**Level 1-B** can only be entered through Level 0, rarely by No-Clipping.

## Exits

**Level 1-B'**s only exit are through doors that could lead you to Level 2-B, or, by chance, Level 3-B.

« Level 0 | Level 1-B | Level 2-B »

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**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Images: Image by u/RecognitionOld4269.
Level 29

Level 29 Is The 29th Level of The Backrooms.

## Description

    **Level 29** is a confined complex, resembling that of a Hotel, with many areas resembling a courtyard, with artificial grass, wood and concrete as the floor, with numerous square-shaped windows in it's walls, a few being covered by curtains, but most of them are uncovered, revealing its rooms.

These rooms usually contain - a bed, a chair, a TV, a desk, and a single window, revealing that same courtyard as mentioned above.

One can easily access corridors in **Level 29** through an elevator, which can rise up to 5 different floors, 6 in total with the ground floor, these corridors have a carpeted floor, with glass railings and are lit up by blue lights above, sometimes having chairs, and tables as decoration.

While walking in these corridors, you may also go to the interior of the building, revealing many doors that can be opened, though a few of them are locked. Entering these rooms will lead to the Hotel rooms previously mentioned, though the position of said furniture varies.

Most of these courtyards take different shapes - pentagonal, triangular, and hexagonal. These architectural choices are the most common one may come across, the others being square-shaped and obtuse triangle-shaped.

    While exploring **Level 29**'s indoors, you can come across may rooms that are diverse from the Hotel rooms, such as Bathrooms, and large open areas, revealing several Restaurants and many different shops.
Occasionally you can find record players that play old music, usually affecting the person listening to this by making them feel uneasy, as if something is watching them. This feeling will become so intense, they will begin to hallucinate and view dark silhouettes of a man in the corner of their eye, which will dissapear when noticed.

Due to the Level being completely empty, this effect seems to last until the affected Traveler leaves.

## Details

Many decor can be found throught **Level 29** varying from potted plants, chairs, tables to paintings hanging from the wall, and different wallpaper.

## Entrances

Living in an apartment for an indefinite ammount of time in Level 28 could get someone here.

As this Level is a constant in The Backrooms, as in, being seen from windows in different Levels, one could easily break that window and get here, though doing this is not recommended, as one could fall and injure themselves.

## Exits

Finding an elevator with an extra button could get you to a negative floor of **Level 29**, which would presumably lead one to Level 30.

« Level 28 | Level 29 | Level 30 »

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**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Images: Premier Inn London Heathrow Airport Terminal 4 hotel.
Objects

## Information

Objects, are tools, weapons, consumables, and other things that can be found in The Backrooms. Many of them follow the rules of normal reality. Others are changed by or affected by anomalies, and some are created by The Backrooms. Some of them are dangerous, while others are crucial to your survival.

Every Level has it's own set of objects, often matched to the Level's theme. The origin of objects in The backrooms are unknown, but it is theorized that objects that noclipped into The Backrooms have been influenced by properties in no-clip tunnels, and recreated in still expanding liminal hell. Or they were just created along with The Backrooms. No one knows.

* Object 1 - "Almond Water"

* Object 2 - "Energy Bars"

* Object 3 - "Firesalt"

* Object 4 - "Mechanized Watches"

* Object 5 - "Cashew Juice"

* Object 6

* Object 7 - "Chairs"

* Object 8 - "Liminal Popsicles"
Level -1

**SURVIVAL DIFFICULTY:** *Class 3*
**⯁ Unsafe**
**⯁ Unstable**
**⯁ Regular Geometry**
**⯁ Mental Hazard**

Level -1 is the 1st negative Level of The Backrooms.

## Description

   **Level -1** is a presumably infinite hallway that has doors on its sides, the Level consists of white painted walls and black doors. Each door is locked, except a few which leads to either Level -2, Level 0 or Level 2.
Inside the Level, one will no longer hear the faint buzzing of Level 1. Instead, one may hear faint piano noises in the distance, the source of the sound is unknown. The deeper one traverses through this Level, the slightly louder it gets, but it never seems to get any closer. Your vision seems to get more static-like effects while walking too far down the hall, similar when closing your eyes too hard. Almond Water puddles can also be found on the floor during this event, dripping from the ceiling.

**Level -1** is one of the smallest Levels in all of The Backrooms, as it seems to consist of only one endless hallway, if you are feeling particularly confident and have a ready supply of Almond Water, it is safe to exit to Level 2 or to Level -2, it is very easy to slip into Level -2, which is extremely dangerous, but one of the only ways to keep going through the Negative Levels.

## Entrances

To enter, break a wall in Level 1, or noclip through any dark wall.

**Level -1** can also be entered from Level 23, by going too far down in one of the town's houses.

## Exits

To exit, enter one of the doors to enter Level -2, Level 0 or Level 2. It is recommended to enter the Level you desire once the door is found, as walking through this Level's halls can cause one to go insane from it's effects.

« Level -2 | Level -1 | Level 0 »

**Lanimil Corporation**
**Exploring Limspaces since 1954**

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Author: Lxnar\_Whrxd

Original Authors: Stretchsterz.

Original Page: Wikidot, Fandom.

Images: Unknown Source
Joke Entity 6

## Oh fucking no

The flying armed cheezits are here and we are all going to fucking die.

They are telling us they got God himself and Batman and is fucking dead family.

Also, they claimed Obama's fridge is falling from the sky, and it's a fucking radioactive nay nay may may nana nuke that will destroy fucking everything we know in existence.

THE FUCKING APPLE APPERED AND WE ARE DEAD AND ONE OF US JUST FUCKING DIED TO A TERRARIA RABBIT

The FUCKING RADIAACTICE Nuke just hit and 435983905825394285042385 BILLION LEVELS JUST GOTTEN DESTROYED AND I FEEL NOTHING BURT THE APPLELESS FATHERLESS BASEDLESS PAIN OF 87. RIP TO MC RONALD'S LOG

FUCK FUCK FUCK FUCK FUCK FUCK FUCK WE ARE ALL FUCKING DEAD WE ARE ALL DEAD ALREADY