recursal/Fanatic-Fandom huggingface dataset:
Very Scarier Sub-Level

### Description:

OH UMMMMM ITS SCARII!!11!!!!111 YA YOU GONNA LIKE DIEEE!!!!!!!! YAAA LOOK AT ITTT SO SCARIIII SEE I EVEN CIRCLED THE BAD GUYS!!!111!1!!11 (arent i so nice?) YA SO LIKE THERES BLOD EVERWHER ON DA WALL AND UHH DA FLOOR!1111!1!!!!!!111 UMMM UHH YOU LIKE DIE HERE!!!1111!!!!11!!! AHHHHHH SO SCARI!!111!!1!1

### Entities:

ARE U DUM????? ALL OF DEM ARE HEAR!!1!!!1!1!111! I EVEN CIRLCED THEM FOR U R U BLIND!1!?!??!111!!!!???

### Colonies and Outposts:

NO THER R NONE THER IS THE LONE WANDR EFEKT OR WHATEVR

### Entrances and Exits:

#### Entrances:

YA U CAN FALL HEAR FROM ANE LEVL YA!!!11!!1!!

#### Exits:

NO0OO DERE R NONE YOU DIE HER!!11!!1!1!!!!!!1111!1
Level 127

## Level 127: "The Rec"

### Description:

**Level 127** is a large recreational facility containing gyms, pools, tracks, ice skating rinks, indoor stadiums, and tennis courts among others. **The Rec** is estimated to span between 10 and 15 square miles and has at least four vertical levels. Almond Water is found in abundance, as well as nutritious snacks and protein shakes, which assist in building muscle, speed, and endurance. The building is surrounded by impenetrable glass, and it is said that the outside is one of the most beautiful sights. There is a central exit door, but Gymsanities, the main entities in this level, generally prevent Wanderers from leaving. In this level, Gymsanities can be typically seen exercising, grunting loudly, or bumping chests with other Gymsanities.

**Level 127** smells of sweat and chlorine and plays loud, reverberant music everywhere except for the Tai Chi center, which is the best place to sleep when residing at this level. The lights and equipment are always on, except for the Tai Chi Center, which utilizes natural lighting. From this area, day and night cycles are observed to be approximately normal. Rare blackouts have also occurred in **The Rec**, lasting between 1 and 6 hours. It is unclear what causes them, however, the phenomenon is reportedly safe. The music often mimics known artists but Wanderers have noted that all songs are distinctly unfamiliar and have unintelligible lyrics. Maps may be found in the central lobby and should be obtained with high priority to locate food and sleeping areas, as an escape from this level is often difficult.

The Gymsanities are incredibly friendly, confident, and always encouraging you to improve your form about exercise. There is a clear exit, but the Gymsanities are so excited to talk to you about pumping iron that they physically pull you way from the door.

### Entrances and Exits:

#### Entrances:

* You can get to this level by consuming more than 10,000 calories in one sitting. When this occurs, objects in your environment will slowly morph into **Level 127** when they are out of view.
* In Level 6, there is a small chance that you will hear faint music playing. Follow the sounds and you will find a door to **Level 127**.

#### Exits:

##### Usual Method:

* The usual way to escape **Level 127** is to train and become stronger than the Gymsanities. As you become stronger and bigger they become less overbearing and less persistent, allowing you to wade your way through them. Exiting through the main doors will normally lead you to Level 4.

Unfortunately, when you exit through the main doors you lose all of your gains. The M.E.G. is currently investigating this.

##### Other Methods:

* Drowning in this level will lead you to Level 37.
* On occasion, there will be a birthday cake on this level. If you eat enough, you'll get taken to Level Fun =)
* Staying here for a very long time and getting a lot of gains will result in a green door appearing. Entering through the door will send you to The Game.
Level 54

## Level 54: "The Stairwell Of Spirals"

### Description:

**Level 54** is a stairwell that flows down in a spiral pattern. The staircase itself is many levels deep and is assumed to be infinite. The walls of this level are a light blue in color, old and peeling. Mold covers some parts of the walls and the temperatures of the level make the area very damp. Water drips from the cracks of the walls and ceiling which seems to increase the dampness of the level. The air of this level has a scent of rotting wood and a lot of dust, and thick layers of dust also seem to coat the floors. The steps are wooden and rotten and have creaky metallic foundations holding the structure up in place.

**Level 54** has doors on either side that can lead to other levels, a hallway or to another area of the stairwell. The halls in question seem to be within the same building, with doors on either side and one at the end of the hall that leads back to the stairs. The hall has the same light blue rotting wallpaper as the stairwell, with a wooden panel floor. This area is also damp, and has a mold scent throughout the hall.

The rooms in the halls are mostly empty. Usually the rooms will have wooden chairs lying around, or wooden tables all in horrible condition. Few rooms have a window, although some may be Entity 2, some are safe and show a deep blue ocean with the room itself usually glowing a deep blue from this effect. Rarely a room can be filled with water, but the water seems to stay still when the door is opened. When inside a room, you'll feel lonely even if there are others around you. Rarely you will be able to hear old boat noises, and slight whispers. The source of these noises are unknown.

The entities in **Level 54** are very scarce and are rare to find. You can find your casual Smilers, Hounds and Skin-Stealers, although these are rare and only few have been seen. One prominent entity is this Camo Crawler but there are two special entities that can spawn. This level is the first discovery of an entity known as the Sky-Fish. Large salmon-like creatures that seem to float and swim in the air. The second is known as Crustors. Large crab-humanoid beings with large claws as hands. The Crustors is another prominent entity with Camo Crawlers as they always attack each other when spotted. Similar to the Camo Crawler's discovery. Crustors started to appear on other levels with water-like areas.

### Entrances and Exits:

#### Entrances:

To enter, you must find one of the hallways in Level 17.

#### Exits:

To exit, enter one of the unlocked doors that can lead to Level 1, Level 4, Level 5, Level 9, Level 17, Level 21, and Level 34. Some more exits can be found by finding an old dusty store sign on the floor of a room that will lead to Level 33 once touched.
Level 700.6

## Level 700.6: "A Decaying Void"

### Description...?:

**Level 700.6** takes the form of an endless, dark void; devoid of any gravitational forces and sound. When one enters this level, they will immediately feel the sensation of drowning wash over them. After around 40 seconds of struggling, the sensation will quickly subside, revealing a dark endless abyss. The entire level seems to be made up of a transparent, thick, pulsating substance. It has been described as "syrup-like", making it relatively hard to maneuver around. Despite the wanderer being constantly surrounded by this odd fluid, it does not seem to affect breathing, sight, or any other bodily function. Because of that fact, they will still breathe as if they are breathing a gaseous substance. Directly above the wanderer is a giant ball of light, providing a faint, cold white light for the level. The light itself seems to be around 9.5 light years away, which would make the object extremely large; appearing the same size as a wanderer's hand at arm's length. Due to the immense distance, no attempts to reach the light have ever been carried out. Time is also significantly slowed, slowed to the point where an hour in **Level 700.6** is the same as 15 hours in other levels of the Backrooms.

Many have described the level as "freezing". Wanderers will often feel a tingling feeling all over their bodies, and exhibit multiple early symptoms of hypothermia and frostbite. No one has died from this, however, as the actual temperature of the level sits at around 20°C, or 68°F. Wanderers have also reported the sensation of something making direct contact with them, most commonly tugging at the feet, a grasp on the shoulders and a sharp pain in the lower back.

This level also has a strange effect on wanderers who have stayed in Level 700 for extended periods of time. This level seems to have the ability to strip away the euphoria experienced by those wanderers. They will start experiencing hallucinations of loved ones encouraging them to find an escape. However, due to the addicting nature of the level, nearly all have refused. If the hallucinations cannot convince the wanderer to have hope once again, they will be sent back to Level 700. This only applies to residents of the level, so most wanderers will remain unaffected.

### Colonies..?:

Impossible to set up due to the nature of the level.

### Entrances and Exits..?:

#### Exits..?:

* You have two choices.
	+ Wake up from this nightmare..
	+ Or stay in the darkness.
Greasy Marshmallows

## Object 30: Greasy Marshmallows

### Description:

**Greasy Marshmallows** are little fluffy cylinders with a sweet taste and a soft texture. This object seems to be very popular among the wanderers of the Backrooms, as they are useful for gaining energy or simply getting strength as of its effects. When the object has been melted, it has a consistency similar to chocolate syrup or honey.

This food can only be eaten if they are melted. When the marshmallows aren't melted, instead of having positive effects, they will just cause fatigue, and your body will begin to feel heavy as you lose your energy. It's better to melt this object with Almond Water, as it reduces the risk of there being bacteria. The reason is unknown. However, it's thought to be because of a substance they could hypothetically have inside them.

### Helpful Uses:

The greasy marshamallows will only be useful if you eat them melted, otherwise they will exhibit their negative properties. It's recommended to always have a melted portion of this object if you're going to do elaborate actions which need a lot of energy or physical strength. Wanderers have preferred to use this object when they have to run away from entities or are rescuing people.

### Locations:

This object can be found in any level of the Backrooms. However, there are some specific areas of all Levels where there are marshmallows. The likelihood of finding the object depends on the level. The location where it can be most commonly found is within the kitchen area of Level 974.

### Side Effects:

This object may be very useful, but after you use it, you can start feeling it's side effects, such as headaches, stomachache, bloating and if you eat too much, you may experience a heart attack. Consuming around 50-90 of these marshmallows in their melted form can make your skin squishy and soft. You will also get pale, and your body will start to emit a sweet aroma. Eating from 100-110 of these objects will make your body feel heavy, and you will start to feel greasy. Your skin will become very soft, and it will become very difficult for you to move.

### Precautions:

* Melt the marshmallows
* Don't melt more than 30.
* Wait 40 minutes to consume more marshmallows.
* Cook them with Almond Water.
* Make sure to be careful while eating them. The smell may be sweet, but it attracts dangerous entities.
Level 164

## Level 164: "The Infinite Halls"

### Description:

Level 164 is an infinite hallway. It has doors at the side, every so often a city can be found. This Level is like Level 0 in Hallucinations. Not much is known about this level. Reports of Undocumented Entities on the walls, and ceiling. Almond Water can be found around here, items also such as Axes, Guns, and Smiler Exterminators. Like Level 2, it goes in straight lines, short halls, etc but without pipes.

#### Lights Out

This type of Event is quite rare. During this event lights start to appear and fog also starts to appear, 10 minutes after the level turns into complete darkness. When it is complete darkness Smilers start to appear distantly, and sometimes Frowners who commonly appear.

#### Walls Closing In

This type of Event is quite Legendary, as it has a 0.001% chance of occuring. When it does, the walls will start closing in and will usually suffocate you. There is a rare chance of you completely dying (0.01% chance) but a more common chance of you either fainting (0.23% chance) and Passing out (2.51% chance)

### Entities:

* Partygoers: These entities are rarely found here, Reports of Partygoers have only been documented once.
* Smilers: Smilers can usually appear in events that happen rarely around the level and is unknown when the Events occur/Smilers appear.
* Frowners: These are entities that can also appear during the Lights Out event, they are usually aggressive to Smilers and will instantly turn them into a Frowner.
* Skin-Stealers: These entities can usually appear to trap Wanderers, but luckily for the Wanderers the level is not just one big hall, it has multiple halls so these don't matter. (sometimes)

### Colonies and Outposts

**This level doesn't have any Colonies and Outposts yet, but there might be Outposts in the future.**

### Entrances and Exits:

#### Entrances:

* In Level 11, try and find a tunnel and you should be brought here.
* Kick a wall/door in Level 427 and you may be brought here.
* Go up 1000 stairs in Level 922, and try and noclip into the floor.

#### Exits:

* The survival class may change in the near future so it is advised to try and run as far as you can to a random Level in the Main Nine
* Kill a Smiler with the Smiler Exterminator infront of a Frowner and this will send you to Level Frown.
* Kill a Frowner and you may up end in Level !.
Super Almond Water

## Object 98: Super Almond Water

### Description:

**Super Almond Water** is a counterpart to Almond Water. As the name implies, it is extremely useful and powerful. In short, it heals anything, and protects you from anything. It has a strong taste of butter, and feels especially oily in the mouth

### Identification:

Being so incredibly rare, false information regarding **Super Almond Water** has been released to the public, claiming it a substance called "**Oracle**", which kills you upon consumption.

### Usage:

Similar to normal Almond Water, **Super Almond Water** can be use to heal ailments, retain your sanity, and defend yourself against harmful (effects of) entities. However, this applies to a much greater extent.

Even consuming 1 milliliter (ml) of **Super Almond Water** can effectively heal all negative ailments, including broken bones, lost limbs, cancers, physiologic/mental damage and much more. Spray bottles of **Super Almond Water** are sometimes used to completely eradicate groups of harmful entities, and make the area they occupied completely safe. The effect of **Super Almond Water** can last for weeks. In addition to this, it grants almost complete immunity to all negative effect of entities. There are some exceptions. It is possible some entities will still able to harm you, such as Mother, the Animated King, and the Memory Worm. It also likely will not grant total immunity to some Levels like Level !/Level !-! and The Hive.

Consuming a minimum of 1 tear of Super Almond Water can bring you to your original size if you shrinked in the Backrooms.
Level 90

## Level 90: "Your Very Own Renovated Home"

### Description:

So, like, listen, **Level 90** used to be real bad. And we mean *real* bad. But don't worry- our team got straight to work to make it a great, wonderful, habitable place for you! It's a huge house- two floors, a pretty big attic, two bedrooms, two bathrooms, tons of space for you to safely put all your things! Great improvement from the ol' torture labyrinth it used to be.

There used to be a *huge* Death Rat infestation in here- but again, you don't need to worry! Our amazing exterminator guy got the job done. You wouldn't have ever been able to tell it was there in the first place! We're actually all pretty proud of the job we've done here. We hope you can appreciate it too!

### Colonies and Outposts:

* So there isn't really anybody here... *yet*. Until now! We're having trouble selling the place because of its old reputation... But we promise it's not that bad anymore! We even installed an air conditioner... It's... In shambles currently, but we're working on it!
* You could maybe invite your friends, family here too... Really, as long as someone means well, we don't care that much who stays here.

### Entrances and Exits:

#### Entrances:

Don't think about it too hard. Just uhh... We don't know, think about 'home'. Some cheesy stuff like that, and then hopefully you'll find your way here eventually! We know you'll come around soon enough.

#### Exits:

Ah, well, we tried. But we won't stop you from leaving if you really don't want the place. There's an exit near the old oak tree in the backyard. You can come back anytime you'd like, though!
The Bellhopper

Entity Number: 135

Habitat: Level 5

*I do not know when you came into my life, but ever since you did I was unable to ever take my eyes off of you. Ever since that fateful day you arrived at my hotel you've done but wonders for me and my cause. For what reason I do not know, but I am more than grateful for it.*

*You fascinate me with how you take their belongings with such gentle care, while knowing exactly what comes after. Giving them the sweet mercy I simply could not have.*

*Your ever-changing face is more beautiful than the last, amazing me with the delicate detailing, time, and care put in every single one. I wonder to myself everyday how you do it. Being even able to see you is like a gift in itself, no matter how horrific others may say you are. There is often beauty in what lurks in the dark, you know.*

*I believe I've fallen head over feels for you, something I did not know I could experience. Though I can see I've clearly been proven wrong, I guess there's more to me than a cold black heart after all.*

*I hope to hear back from you soon, perhaps we can even maybe talk over some tea or coffee. Whatever you would like best,*

*Sincerely and lovingly, your one and only Gentleman.*
Level 389

## Level 389: "The Gaming Hall"

### Description:

Level 389 is a collection of infinite, ever-changing rooms and halls that converge onto one central area colloquially known as "The Storage Room" - so-named for the large amount of games held within it. The Storage Room serves as the main part of the level in which wanderers are kept, and where the Game Master's games are hosted. It appears as the backstage of a large theater, with checkered flooring resembling a chessboard. It is populated with various industrial shelves, which are filled to the brim with different games. Materials from various types of games can be seen, such as sports equipment, board game pieces, and playing cards. At the far end of the room are two large black curtains with a TV setup and a stack of video games nearby.

At the opposite end of the Storage Room are various doors. The left and right wall each have one door, while the middle wall has six doors. The door to the left leads to a checkered bathroom that is rather plain in appearance - save for the crocodile in the bathtub. Above the bathtub is a sign which reads "Do Not Question The Crocodile". The door on the right leads to a kitchen decorated in pastel colors like those in a popular cooking game. It is filled with numerous utensils and cookware. The refrigerator does not usually have food, unless the Game Master says it does.

The six doors on the middle wall vary in decoration and paint, and are labeled with symbols. The first door is brown and plain, labeled with the symbol of a spy glass. The second door is pink and splattered in blood, labeled with the symbol of a jump rope and ball. The third door is grey and crossed off by caution tape, labeled with the symbol of baseball bats. The fourth door is red and covered in stickers, labeled with the symbol of balloons. The fifth dor is black and affixed with a clipboard, labeled with the symbol of an upside-down chess piece. The sixth door is maroon and draped with curtains, labeled with the symbol of a deck of cards. These doors are locked, and thus the contents of the rooms that they lead to cannot be described. (Though, the fourth door presumably leads to either Level Fun =) or Level 338)

### Entrances and Exits:

#### Entrances:

* On many different levels, it is possible to find a checkered wooden door in nonsensical locations, leading directly to Level 389.
* Finding and interacting with a poster of the Game Master promoting a "game night" will also transport you to Level 389.

#### Exits:

* Fairly beating the Game Master in one of her games will send the wanderer to the level they came from.
* Receiving an exemption from the Game Master will allow one to leave without playing, and return to the level they entered from. So far, she is only known to have given it to children.
Level -11

## Level -11: "The Glitched City"

### Description:

**Level -11** appears to be a "glitched out" version of Level 11. Although not entirely an area of Level 11 that has been glitched out, there are some similarities. For example, both levels are an endless city and both levels have buildings that are strangely placed on top of one another, some buildings floating, and others clipping inside each other. However, unlike Level 11, **Level -11** is mostly stuck at a nighttime setting, and whenever it is daytime, the days are very short. Not to mention that the level is almost entirely infested with Demo Smilers and hostile Facelings.

The nighttime sky on **Level -11** appears to be this unidentifiable glitchy mess and staring at it for too long can be quite nauseating.

### Colonies and Outposts:

Due to the unstable nature of the level, it is impossible to set of a colony or an outpost.

### Entrances and Exits:

#### Entrances:

* The main way to enter **Level -11** is by going left after meeting with any dead-end of a trail in Level -10.
* Noclipping through two buildings clipped together on Level 11 will lead to **Level -11**.

#### Exits:

* Finding a tunnel will lead to Level -12.
* Attempting to do the same method as to how you got here will lead to Level -55 or The Void.
The Surveillance Room

### Description:

**The Surveillance Room** is a room only accessible when allowed by Aiden. This Room can be found on Level 4. The door to the room has a sign saying no cameras allowed inside. If a picture is taken it will not load, with the only exception being those taken from the point of view of an Aiden entity. This room holds a computer system, and monitors from the late 20th century. The computer system can be used, but it is very limited, with only a few files. The monitors however show a certain amount of levels from cameras on walls, ceilings, and even from Aiden's point of view. The screens change once and awhile to different levels. These levels can be traveled to, and they are: Level -16, Level 0, Level 1, other parts of Level 4, Level 5, Level 9, Level 11, Level 13, Level 16, Level 20, Level 26, Level 32, Level 40, or any other level that can contain a camera. To travel, you will need to find some security card rarely in Level 4. Use these cards by putting it to the screen to enter the level that is viewed. Once the chosen level has been entered, it seems to have an effect on surrounding entities, and alerts them from far away areas. Sometimes another Aiden can be inside, and the Aiden's will usually communicate with each other.

The items in this room can change from time to time, as if it was in use. Cups, Food items, Cabinets and other objects will be moved, or disappear when no one is inside the room. This room seems to appear in random doors in Level 4, where other rooms used to be in place. One report says that a Wanderer was in one of these rooms before **The Surveillance Room** took it over. They explained that their room was transported to an undiscovered level. The user stated that he forgot what the level looked like after existing, but it seemed safe. There is a second door in **The Surveillance Room**, asking an Aiden to unlock, and open the door, will lead you to Level 35. Sometimes the door to **The Surveillance Room** will be opened, although, all technology has been shut down at this time, and is unusable.

### The Guard:

The Guard resembles an overweight, decaying corpse of a human male with an attire worn by mall cops at the start of the 21st century, which said uniform is both on the outside, and inside of the entities skin in different areas of its body. A tool belt is also on this entity. It includes generic items like a flashlight or taser but also another key card, which it's use is unknown, as this card does not wotk on the cameras. This entity is summoned when a Wanderer uses the travel screens too many times in a day, once this happens, the entity will be waiting in the room, until a few days have passed. This entity is very dangerous, but is very slow, and unintelligent.

### Entrances and Exits:

#### Entrances:

To enter, just find Aiden, and kindly ask to bring you to a **Surveillance Room**.

#### Exits:

To exit, use a key card to enter one of the levels viewed on a screen.
The Headquarters

### Description:

**The Headquarters** are the main base of the Eyes of Argos. They are located in an area of Level 11 where reality folds on itself, which means that to reach it you must follow a specific path through the streets. So far, The M.E.G. is only aware of the place where this path starts, since the route that must be followed after this point is kept in high secrecy by the Eyes.

The building has the appearance of a 1940's police station, little is known about its interior but it appears to contain the type of rooms one would expect in a building of its class with the addition of dorms, a "library" and other rooms of unknown purpose. In addition, the building exhibits a structural anomaly whereby the interior space is several times larger than the exterior appears to be.

The location where the road to **The Headquarters** begins is patrolled by members of the Eyes of Argos. They are not hostile to those who pass nearby, but they have firmly rejected all attempts of alliance with The M.E.G. It is not recommended to try to seek refuge in **The Headquarters** as it will almost certainly be rejected, though there are rumors of people who have been sheltered inside in extreme circumstances.

### Entrances and Exits:

**The Headquarters** are a quite tricky room to sneak into, starting with the fact that the route to get there is constantly monitored. If by any chance you manage to mislead the guards, then you will have to enter the "rift" that separates **The Headquarters** from the rest of Level 11. Navigating this rift is complicated, you must follow a specific route through the streets or you will be lost for eternity without being able to return to the rest of the city.

And all, so that once you get there you'll find yourself surrounded by a bunch of Eyes who won't be happy that you've reached their private grounds. Honestly, I don't see much reason to try to reach them.

- Suraj C.
Level 120

## Level 120: "Supermarket at 12AM"

### Description:

**Level 120** is a large supermarket stuck at midnight. The level is mostly dark, with the only sources of light coming from certain cold shelves within the level. These cold shelves emanate a slight buzz, supposedly coming from the light in which it emanates from.

Upon entry into **Level 120**, one will begin to feel extremely hungry. Even if you have just ate a meal before entering the level, this hunger factor will still apply. Unlike Level 480, the shelves and displays scattered throughout the level are all products from the Frontrooms and are safe to consume. However, some of them might be hotter or colder. So it is always advised to refrain from those areas.

The shelves inside **Level 120** can also sometimes contain various objects both good and bad. These objects include but are not limited to: Almond Water, Super Almond Water, Entity Meat, Golden Meat, Royal Rations, Moth Jelly, Backshrooms, Liquid Pain, Firesalt, and Memory Juice. Some shelves also appear to be tampered with or vandalized as various cans and bottles can sometimes be seen missing from their shelves and lying on the floor.

### Entities:

Although entity encounters in **Level 120** are slightly unlikely, the entities that have been reported to roam **Level 120** are Wretches, Penumbras, Smilers, Skin-Stealers, Sanguine Festivus, Hounds and rarely, Hostile Facelings. While Facelings are quite common within the level, encontering hostile Facelings are rare. However, all of these entities will be as hungry as you. So just keep that in mind.

### Colonies and Outposts:

#### M.E.G. Clean-Up Crew:

* Consists of around 30 members.
* Well armed.
* Usually cleans up any messes found within **Level 120**.
* Will sometimes offer trade, but always refuses refuge inside their base.
* Will fend off any entities via gunfire when approaching.

### Entrances and Exits:

#### Entrances:

* The only known way to enter **Level 120** is by finding a supermarket in Level 11, Level 11.1, or Level 29.

#### Exits:

* Exiting through the automic doors will lead back to Level 11. But it can very rarely lead to Level 11.3.
* Going through bathroom doors will lead to Level 189.
* Finding two double doors that look like they lead into a convenience store will lead to Level 480. But if it looks like it's leading into a warehouse, it will either lead to Level 1 or Level 20.
Animations

## Entity 32: Animations

Entity Number: 32

Habitat: Level 94

### Description:

Animations are one of two entities that inhabit Level 94. They are hostile creatures that have the appearance of stop-motion characters, similar to those madein the 30s to 50s. They appear at night and will search for wanderers in Level 94.

### Behaviors:

When night time comes in Level 94, the Animations will come out and begin to search for wanderers, or anything that does not appear animated. When they see someone that is not animated, they will attempt to kill them in whatever way is easiest for their body type. Claymation characters will "drown" them in clay, while more plastic or wooden characters will use blunt force. These entities do not exhibit high intelligence, so your best chances of survival come from hiding from them. The exception to this is the Robo-Men inside the Castle of Transparent Mountain, who are highly aware of their surroundings. All Animations show an extreme level of physical strength.

### Biology:

The physical appearance of the Animatrons varies greatly. Some will appear as puppets, while others will take the form of a claymation character. They come in a huge variety of shapes, sizes, and caricatures. However, their most defining trait is the way they move, which looks like a stop-motion animation, described as "choppy".

### Do's and Don'ts:

#### Do:

* Leave Level 94 before it becomes nighttime.
* Hide from Animations

#### Don't:

* Attempt to attack the Animations.
* Listen to the words the Animations say.
Gymsanities

## Entity 15A: Gymsanities:

Entity Number: 15A

Habitat: Level 127

### Description:

**Gymsanities** are human-like, mostly non-hostile entities existing in a robust community in Level 127. All are believed to originate from this level. However, in some instances **Gymsanities** can be found in other levels. (This phenomenon is referred to as **Orphan Gymsanities**.) When a **Gymsanity** follows a Wanderer in a level but the Wanderer noclips out of the level or enters The Frontrooms, the **Gymsanity** becomes an **Orphan Gymsanity**. While these **Gymsanities** are not hostile, it’s still not recommended to get too close to them.

### Behaviors:

These guys got all the muscle, and they let everyone know it. Unlike the well-known Wretches, **Gymsanities** are almost never hostile, even if physically provoked or threatened by Wanderers. However, do not insult their physique or strength. Upon discovering a Wanderer, they will approach and strike up friendly conversation with them. They will follow the Wanderer around as their companion, with or without their permission. They become very attached to Wanderers and will fight to protect them from hostile entities. Unfortunately, **Gymsanities** will refuse to drink Almond Water, instead requiring protein shakes to replenish their health. They will not starve or dehydrate, as they claim the testosterone and "the daily grind" keeps them going. However, since the **Gymsanities** can be overbearing psychologically, you will need to drink Almond Water to maintain your sanity. **Gymsanities** refuse to enter arcades, claiming that they are not a real sport.

### Biology:

**Gymsanities** always have a big smile on their face. They are extremely muscular, and focus on nothing but improving their physique and helping others do the same. Besides this, most of their biology remains unknown or classified. Some reports claim that their height is well above the average height of a human. They do not appear to sleep. The M.E.G. is currently investigating how consuming protein shakes aids in their regeneration process, with the hope that it will lead to a breakthrough in medicine and surviving The Backrooms more generally.

### Do's and Don'ts:

#### Do:

* Listen for exercise-related sounds.
* Avoid contact if you do not have Almond Water.
* If approached, acknowledge the musculature of a **Gymsanity**.
* Give them protein shakes if they take damage.

#### Don't:

* Ignore a **Gymsanity**.
* Give them protein shakes when they are healthy or not near hostile entities.
* Mock their strength.
Very Scary Level

### Description:

**Very Scary level** consists of a maze of hallways with white concrete walls, brown carpet flor, many random unrelated things and the obligatory florescent lights in the ceiling. **This level is very scary and creepy!!!1!1!!** There's also no image of this level because ~~I was too lazy to find a free-to-use image that fits with the desription and didn't just make a level based on an liminal space image like a normal person would do~~ every photo or video taken in this level becomes blurry and the audio doesn't work. But trust-me, if you enter it, it will be the creepyest level you will ever see, and also the last one you will see.

When you walk for some time in this level, you may find blood in the walls, floor and ceiling, as well as scary phrases written in blood like: "**THERE'S NO ESCAPE!!**". You might also hear reversed and slowed-down music, if you find that a red eyed lurker will chase you. After walking for a long time, you will likelly find a room with nothing but a TV showing static, some video games, some video game consoles, a chair and a computer. Don't, in any circumstance play any of the games! They're classic games, but with disturbing content added and hiperrealistic blood everywhere! Also, if you play them, some entity will come out of the TV or Computer screen and kill you!!!

### Entities:

* ~~Partygoers~~ (Nope, I didn't invite them to my level.)
* Facelings (But with hiperrealistic blood, also, they're all hostile, even the adults.)
* Smilers
* Skin-Stealers

### Colonies and Outposts:

There are no colonies here because the level is too scary and dangerous.

### Entrances and Exits:

#### Entrances:

* This level can be entered from any level, when you don't expect it
* Noclip through a chair in Level 0 while listening to music that is slightly off has a 1 in 9223372036854775807 chance of sending you there (Don't ask how I know that this is the exact chance).
* In Level 11, find a cassette tape labeled "**Kane Pixels' Backrooms (Lost episode)**", then put it on a TV.
* Run CURSEDCOMPUTERFILE.exe in The End's computer.

#### Exits:

* ~~Going through a door labeled "**Safest place in the Backrooms =)**" sends you to Best Level Ever! =).~~ (No, don't add Level Fun =) Entrances in my level.)
* {INFORMATION REDACTED}
* Noclipping will lead to The Void, because that's very scary and original.
* Find a grey door and noclip it to go to Very Scary Sub-Level.
Level 332

## Level 332: "A Brass Number "6""

### Description:

**Level 332** consists of a hallway, approximately 510 feet long, with a wooden door at each end. The walls of this level are a white drywall, and the floor is a beige carpet similar to that of Level 0. A wooden door with a brass number "6" is present at one end of the hallway, through which wanderers will enter the level. The door’s knob features a lock that is able to be pressed, but is non-functional. The brass “6" itself appears to be the same type used for standard numbered hotel doors. The significance of this number is not currently known, and it is unable to be removed from the door. Another door, identical in appearance but without a number affixed to it, is present at the other end of the hallway, opposite of where wanderers will enter this level. Opening this door seems to anomalously lead back to the other end of the hallway, creating an endless loop.

Should the numbered door be closed after one has entered the level, and then reopened, it will lead to a completely black space, seemingly devoid of any light. One is able to enter this void, but none have come back out after falling, due to the darkness having no solid ground. Any who enter this void are to be presumed dead. Any lights shone into it are rendered useless, as it seems to nullify all light. As no further exploration of this void can be conducted, it is presumed that the space goes on indefinitely. This space has been rumored to be The Void, but this remains unconfirmed.

### Colonies and Outposts:

Due to the nature of **Level 332**, creating a colony or outpost is not feasible.

### Entrances and Exits:

#### Entrances:

Any door found in the Backrooms with a brass number "6" affixed to it will lead to **Level 332**. This number has been reported to randomly appear on doors in certain levels, to later disappear. Once **Level 332** has been entered, the other side of the door will revert back to the void apparent on the level.

Reportedly, there are some entrances that remain constant. These include:

* On Level -15, Level 4, Level 13, Level 21, and Level 427, going through a door with a brass number "6" will lead to enter **Level 332**.
* More constant entrances are yet to be discovered.

#### Exits:

* There is only one known way to exit this level. One must lock the entrance door while it is closed, despite the lock being non-functional; then, simply turn the knob and open the door. The door will then open to a certain level out of a known set. The door is currently known to open to Level 4, Level 44, Level 103, and in rare circumstances, Level 666. If the door is closed and re-opened, it will lead to the void space once more.
Level 200

## Level 200: "The Laundromat"

### Description:

**Level 200** is a large laundromat, approximately 87 meters in length. The machines in this level typically consist of modern washing machines. However, older models from the 1970s and 1980s can sometimes can seen within the level.

While a wanderer is in **Level 200**, the song "You Spin Me Right Round" by Dead or Alive can be heard playing on the level's speakers.

The interior of the washing machines inside **Level 200** resemble and work like the inside of a regular washing machine. When inside one of these washing machines, you will be shrunk down in order to fit in the washing machine. After a certain duration, the washing machine will active and begin spinning rapidly, potentially leading to injuries. Thusly, entering the washing machines is ill advised.

### Entities:

There are no instances of any entities in **Level 200**. However, some Wanderers have reported encountering one Smiler.

### Entrances and Exits:

#### Entrances:

Entering a laundromat in Level 9, Level 9.2 or Level 11 will lead to **Level 200**.

#### Exits:

* Going back the way you entered will lead to the level prior to entering **Level 200**.
* Finding a fridge atop one of the laundromats will lead to Level Fridge.
Veri much scerier sub-level wher u will pup ur pents😭😱😱😱

diffoculti: 2864274

ansafe

ansecurw

mach thingis

u will poop yor pants ther is no fortnkte and many sceri entites o and blood eveywhere dis is te void bat scerier😱😱😱

### entities:

ther ar ol entitis from backroms evemn exclusiv anes o and even skibide tolets

### avanpostes aen calonies:

there is onli carndog council consistin of humen eaters en skebede toilets

### entrences en exets

u wil get on dis levl 100% cuz beckrom god is veri cool end now were u are

tere is no exitw cus u traped her foraver end wil be tortird and u cant die
Memory Juice

## Object 11: Memory Juice

### Description:

Memory Juice is a drug that is often traded for at a high value in the Backrooms, typically in secrecy. It is made from boiling crushed pieces of the Memory Worm in water or Almond Water. It is consumed to reduce stress, and gives a calming sensation to the user. It is highly addictive, and dangerous if not produced properly.

### Recipe:

the Memory Worm can be found in almost every outdoor level in the Backrooms. But be careful if you intend to collect them, as it could swallow you whole.

For one serving:

* 1lb (16 oz) crushed Memory Worm pieces, about 4-6 individual
* 4 oz Water/Almond Water
* Container for boiling
* Fire
* A piece of cloth (to use as a sieve)

**1.** (WEARING GLOVES) Crush the Memory Worm pieces until the venom pops out of their pharynx. Crush further until *almost* totally liquefied.

**2.** To your boiling-safe container, add the liquid and crushed Memory Worm pieces (roughly 1 part water/almond water to 3 parts crushed Memory Worm pieces)

**3.** Heat the liquid until boiling, boil until it smells like tobacco. If you want a stronger product, boil for less time. Over-boiling will reduce the effects and value but under-boiling may result in memory loss.

**4.** Once cooled, pour the liquid into the sieve, and squeeze it to strain out the juices from the chunks of Memory Worm pieces. Discard the chunks.

**5.** Bottle the Memory Juice

### Effects:

When properly boiled, Memory Juice induces a calming effect on the user, with side effects similar to marijuana or alcohol. This includes cloudy-headedness, calmness, acceptance of the current situation, stress relief, and lower heart-rate. However, this substance is extremely addictive. Typically after the first 1-2 uses, the effects of withdrawal will take place after a few days without using Memory Juice. Symptoms of withdrawal are general tiredness, stress, irritability, increased blood pressure, and fainting.

Most deaths that are caused by Memory Juice addiction result in more deadly doses of the drug, including boiling it for less and less time. Consuming raw Memory Juice will result in total removal of all memories, rendering the user only able to walk, breathe, and eat. They will become a Wretch within hours. Some users will resort to eating living Memory Worm pieces, resulting in the same results.

Construction of a rehabilitation center for those addicted to Memory Juice is being heavily considered by the B.N.T.G.
Level 50

## Level 50: "A Confusion So Thick You Forget Forgetting"

### Description:

**Level 50** is a very undocumented level with lots of mysteries and anomalies. Most of these anomalies are unknown and only one is listed here. It is recommended not to explore this level. But anyways, **Level 50** is a train station that lasts about to 80 meteres, and it is mysteriously empty. There are no apparent structures on this level, and there is a railway track that leads all the way to no were. Basically the void.

For some reason photography on this level is really glitchy and coloured. This is the only noticeable anomaly.

There are 2 hidden zones in **Level 50**.

#### The Doctor Room:

The Doctor Room is a zone in **Level 50**. The room is a very big room, with repeating features present the further you are in the rooms, but anyways, It is a abandoned lab with broken objects and radioactive liquid on the floor. The liquid is determined to be liquid plutonium, however, The Doctor Room has lots of contamination chambers near the wall, the contamination chambers have half entity and human anomalies. There are lots of holes in the roof, and the seem to poor liquid pain. Breaking through the floor will lead to this area.

#### The Cave System:

The Cave System is a zone in **Level 50**. It is the biggest zone in the entire level. The Cave System is a expansive network of twisting caves and claustrophobic spaces. It seems to go on forever, There are lots of entities near the claustrophobic areas. And these are class 6 smilers. There is a entrance near the end of the level, it is a hole near the railway track and it leads to here.

### Entrances and Exits:

#### Entrances:

Find a glitch in one of the walls of Level 44 or Level 0.2 will lead to **Level 50**.

#### Exits:

Find a glitched tree and you will end up in Level -5.
Level 119

## Level 119: "Average Waterpark...?"

### Description:

**Level 119** seems to be an abandoned waterpark. It contains infinite slides, which some have special effects when riding. Although none of the slides are rusty on the outside, for some reason they are on the inside. The cause for this is unknown.

This level has a unique effect where some slides will randomly disappear with a blink of an eye, sometimes coming back just as quickly. Everyone in the slide will fall to their death unless they are not to the height where they can get a serious injury or die.

The slides can sometimes glitch into each other, making sliding down them completely impossible. If you stuck inside a slide that is glitched into another slide, the area you are in (most likely extremely cramped because of most of the slides being thin and not wide) will flod. The cause of this is unknown. However, you lose oxygen much slower, making the process of oxygen deprivation and dying much, much slower. Although there is an extremely low chance for this to happen, the chances increase the more ime you spend in **Level 119**.

### List of Slide Effects:

There are approximately 982 slide variations in this level, but we have only documented the most common for convenience. Do not try to go into the undocumented ones, as they are probably dangerous.

#### Blue Slides:

* Will always transport you to The Blue Channel.

#### Red Slides:

* Infested with Partygoers, entry of this slide is ill-advised.
* Other than the Partygoers infestation, no other effects. It is likely that the Partygoers choose these slides because of the red slides having no effects.

#### Yellow Slides:

* Transports you to Level 0. These slides are considered to be the safest exit and slide in the level.

#### Orange Slides:

* Has an exact 50% chance to teleport you either to Level 2.1 or The Hive.

#### Pink Slides:

* Summons approximately 3-4 Partygoers in the level. Don't worry, this slide is completely safe! =) We won't hurt you. =)

#### Grey Slides:

* Has multiple grues inside the holes in the slide.

#### Beige Slides:

* Sends you to The End. Entry is inadvisable. These slides also glitch out frequently.

### Entities:

Smilers and Partygoers can be seen occasionally roaming around the level.

### Entrances and Exits:

#### Entrances:

You can find a water supplies store in Level 11 which is weirdly named: "Alom Wotor" Entering this store will make you pass out, eventually waking up in **Level 119** with the exit gone.

#### Exits:

Listed above, you can leave through various slides. A different way without the slides is to travel approximately 91.78 km and find a glass sliding door. This will lead you to Level 11.