recursal/Fanatic-Fandom huggingface dataset:
Level 69

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**
## Description

   Level 69 colloquially known as "Lots of Traintracks" resembles a forest apparently normal with the difference that there's a lot of traintracks, all seem to be infinite, the traintracks are clean and in perfect state however some of them are destoryed or a part of it it's destoryed. The level also has a river that seems to be infinite, the water is very dirty, being completely green or brown in some zones of the river.

It has been discovered that the level is not only composed of the forest as there's different places, where the traintracks still appearing, these zones are different biomes like jungles, deserts and more.

### The Jungle

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**

The Jungle is a zone you can enter by walking in the forest for too much, this zone is a jungle, with tall trees. Most of the train tracks in this zone are abandoned, this zone is safer than the forest, however it doesn't mean there isn't more entities. There is a bit of fog in the level which doesn't let wanderers see a few meters in their surroundings.

### The River

**Survival Difficulty: Class Biohazard**
**》Environmental Biological and Physical Hazards**
**》Abundance of Viral Diseases**
**》Disease-Carrying Entities**
The River in this level is completely dirty but that's not the worst thing, the river contains a virus which causes a disease known as "River Disease" a disease capable of killing a wanderer in just 6 hours, it is recommended to never touch the water of the river since wanderers could get the disease, the only way to cure yourself from the disease is a cure which unfortunately, there barely is in the level, the cure is called "River Disease Cure".

## Entities

Screechers, Flesh Eyes and the Hydrolitis, the virus that causes the River Disease.

## Colonies and Outposts

### • The Explorers

This is a colony that focuses mainly in Lebel 69 explorations, they also help wanderers and they are 89 members.

## Entrances and Exits

### Entrances

* Finding a door with the sign "69" in Level 68 will send you here.
* Entering in a traintrack in Level 37 will send you here.
* Entering in a forest in Level 51 will send you here.

### Exits

* No-clipping in a radioactivity warning sign will send you to Level 70.
* Touching a hail will send you to Level 63.
* Finding a footpath will send you to Level 49.
* Entering in a big traintrack will send you to Level 71.
Level 9

**Level 9**

**Survival Difficulty: Class 5**
**》Unsafe**
**》Unsecure**
**》Entity Infestation**

## Description

Welcome to level 9. This level resembles a light blue cave with dark lighting. There are Lurkers everywhere in the level. The floor of the cave is flooded with Liquid Pain, oddly there is no gravity, so you can kick off walls to traverse the level without touching the Liquid Pain. When you enter the level, you appear on the roof of the level, there is gravity on the Liquid Pain, so it stays on the ground. You need to be very careful to survive this level. There are many spikes all over the level which can impale and kill you. They could make good weapons if they are broken off the cave, but they weigh much more than most people could probably muster, so a spike would not make that good of a weapon unless you only get a small one, I suppose, but the smaller the less effective. Unless it is against Flesh eyes. Even if it was small it would definitely do some damage to them but using against something like a Wooden Humanoid, it would not be very practical for fighting, especially since Wooden Humanoids weakness is fire and they are almost indestructible besides a few other methods I suppose. Maybe it could cut off a Snatchers limbs but I am not sure if that could work though.
## Entities

There are Lurkers all over the level, and no other entities are present.

## Entrances and Exits

### Entrances

* Trying to destroy a wall in Level 5 will send you here.
* Digging a hole in Level 8 will send you here.
* Go left in Level 12 to end up here.
* No-clipping through a mountain in Level 13 will send you here.

### Exits

* Trying to no-clip through a Lurker will send you to Level 8.
* Tring to no-clip through a wall will send you to Level 4.
* Touching a tiny purple chunk of concreate will send you to Level 11. (Which uncommonly appear in this level.)
* If part of the wall is grey, touching it will send you to Level 16.

« Level 8 | Level 9 | Level 10 »
Level 15

**This page needs a rewrite.**

**Reason:**  Referencing sadgoers.

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**
**Level 15 "Sadgoers apocolypse"**

## Description

This level resembles a rainbow maze with randomly colored doors and colors on the floor. The roof is white with a yellow tint, and not rainbow. The maze goes on forever and has many dead ends, like the hall in the photograph that ends with a mostly orange wall but partly rainbow. There are Sadgoers in this level, but only under it. It is like an apocalypse where the Partygoers have taken over and all the Sadgoers are in hiding.

## Entites

Sadgoers and Partygoers. There are some Sadgoers, but they mostly have gone into the sub level.

## Entrances and Exits

### Entrances

* If you eat candy in **Sub Level 1** of Level 1 you will be sent here.
* If you touch a rainbow light in Level 13 then touching it will send you here.
* Climbing up a ladder in the sub-level will send you here.

### Exits

* No-clipping through the floor will send you to "The Sadgoers hideout" which is a sublevel of this level.
* If you enter a yellow doorway, then entering it will send you to Level 3.
* No-clipping through the blue and purple floor will send you to Level 17.
* Some of the doors have trampolines where they should be and no-clipping through the trampolines will send you to Level 18.
* Go through a green door to be sent to Level 43.

### Description

This level looks like infinite grey, empty rooms with the only escape being to go up. There are Sadgoers everywhere here, who listen to wanderer's stories and sometimes have supplies to help.

### Entrances and Exits

#### Entrances

* No-clipping into the floor in the main part of the level will send you here.
* No-clipping through the floor in a room devoid of furniture in Level 22 will send you here. (This will work even if the room used to have furniture.)

#### Exits

* If there is a rainbow ladder climbing it will send you to the main part of the level.
Consumer's

**This page needs a rewrite.**

**Reason:**  Stub

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

## Appearance Variant 1 / Normal Consumer

**Consumer's** are humanoid figures but with no faces, each **Consumer** wears different clothes, the most common clothes are green or blue sweaters black pants or shorts and jeans but all clothing in the real can be worn by a consumer. They will attack on sight.

## Appearance Variant 2 / Alpha Consumer

**Alpha Consumer's** are **consumer** that is bloated up and stronger unlike **Normal Consumers Alpha Consumers** only wear pants and shoes

## Behavior Variant 1 / Normal Consumer

**Normal Consumer's** will walk around shopping malls stores or shops in some levels buying products off the shelfs they will be pushing carts carrying bags or just carrying one item dose not matter how much they are carrying once its bought the products will dissolve and reappear back on the shelfs waiting to be sold again But if a survivor picks up a product all the **Consumer's** in the store or mall will begin to rush at you at speeds of 27.8 miles per hour once caught they will drag the survivor to a location based on the store if the store has a butcher section they will be dragged into the chopping room where a **Alpha Consumer** is where the survivor is ( DATA ERASED ) after wards the meat section is restocked with more fresh meat if its a mall they will go to the security office which is where the survivor is put in a cell for all eternity Mercahnts and traders can sell **Normal Consumer's** products in which they will give the merchant money for the products

## Behavior Variant 2 / Alpha Consumer

**Alpha Consumer's** will be in either the butcher section or the security office of a store or mall they will wait for **Normal Consumer's** to bring a them survivors which they call thief's they also are the brains of all the **consumer's** so if killed the survivor kill's the alpha they will become the new alpha that dose not mean that they become the entities that means they control the **Normal Consumer's** kind of like a king

## Abilities

**Consumer's** have many abilities but the well know Abilities are high speed being a hive mind and **Alpha Consumer's** have super strength and control over **Normal Consumer's** most of the abilities were seen or heard by survivors who were in Level N that escaped

## Habitats

**Consumer's** live in shopping malls stores or shops in any level but have only been seen inside Level N but if any level is found with a shop in it we can assume **Consumer's** will be in the level

## Do's and Don'ts

### Do

* Not buy foods in stores
* be respectful
* sell goods to **Normal Consumer's**

### Don't

* insult the **Alpha Consumer**
* look for **Alpha Consumer**
* buy from stores
Level 36

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Devoid Of Entities**
## Description

 File:Poolmana.png  Level 36 consists of multiple pools in the level. The water in the pool is either really cool waters or its lukewarm water. The walls are wooden, and the floors are wooden as well. There is never moisture on the floor or walls as if someone puts water on the walls or the floor, it will immediately evaporate, yet the level itself is not very warm. There are various ladders that can help people go into the waters. It is advised to not be in the water for a long time because there might be something the waters that will affect you if you stay in the water for too long.

Some of the pools are deeper than others and shorter than others as well. It can be very easy to drown if you are not careful so do not to anything stupid once you are in the water. No one has figured out where the water is coming from but it has caused no one problems so no one has nothing to worry about. There are signs around the level that are saying what to do when there is a emergency inside the waters. The solutions are always very vague and sometimes does not tell you what to fully do.

### Emergency Signs

Here are some of the signs, they seem very off, as if a human did not write them.

* If a person forgot how to swim and is in water, help.
* If someone needs CPR, do it or they will cry.
* If somebody is drowning, tell them to stop.
* If someone is running around the pool, kill them so they don't get hurt from running.

The water is also not safe to drink at all. It seems that it was laced with something that will make you sick if you consume it. It is unknown what the thing is in the water, but don't drink it. It won't kill you, but it will make you extremely sick.

## Colonies and Outposts

There has been no bases or outposts that has been established in this level.

## Entities

There has been no confirmed sightings of any entities in this level.

## Entrances or Exits

### Entrances

* Opening a blue door in Level 11 will bring you here.

### Exits

* Opening a red door will send you to Level 40.
* Going into a pool has a small chance to enter Level 38.
Level 52

**Survival Difficulty: Class Variable**
**》Varying Safety**
**》Heavily Unstable**
**》Diverse Entity Count**
## Description

   52 is an infinite water slide that twists and turns through a colorful, ever-changing landscape. The slide is made of a smooth, slippery material that makes it easy for wanderers to gain momentum and speed. The water that flows down the slide is crystal clear and cool, making it refreshing and invigorating to slide down.

The water slide is constantly changing and unpredictable, with new obstacles and challenges appearing at random intervals.

The water on the slide has special properties that can enhance or impair wanderers' abilities and senses, such as slowing them down or making them more alert.

There are hidden paths and secret areas throughout the water slide that can lead to valuable resources or hidden dangers.

The landscape surrounding the water slide is a colorful, fantastical world filled with strange creatures and unusual flora.

The water slide is lit by a vibrant, multicolored light that changes in intensity and hue as the slide twists and turns.

As wanderers slide down the water slide, they can hear the sounds of the surrounding environment, including the rush of the water, the calls of strange animals, and the rustling of the vegetation.

## Entities

The entities on Level 52 are diverse and numerous, ranging from harmless creatures that simply observe wanderers to vicious predators that actively hunt them. Some entities can be helpful to wanderers, providing them with resources or guidance, while others are actively hostile and will attack on sight.

## Colonies and Outposts

Due to the variable nature of Level 52, it is difficult to establish permanent colonies or outposts. However, temporary shelters and rest areas can be set up by resourceful wanderers in safe areas along the water slide.

## Entrances and Exits

### Entrances

The entrance to Level 52 is a large, spiraling water slide that leads directly into the infinite water slide of the level. This can be accessed by:

* No-clipping through the bench on Level 51 has a chance to lead here.
* A hidden trapdoor in Level 50.
* Touching water in Level 60 will send you there.

### Exits

The exit to Level 52 is located exactly 5,200 km (3231.1 miles), where wanderers can choose to continue sliding down the infinite slide or exit to either Level 53, or Level 47. There is also an exit at these locations:

52,000 km (32,311.3 miles)

85,000 km (52,816.5 miles)

100,000 km (62,137.1 miles)

463,292 km (287,876.3 miles)

524,752 km (326,065.7 miles)

1,065,274 km (661,930.5 miles)

[THERE IS ASSUMED TO BE MORE EXITS PAST THESE DISTANCES, HOWEVER THE MOST RECENT IS THE FURTHEST A WANDERER HAS GONE]
Object 9

## Description

**Object Class: Negative**

Object 9 also known as "Black Water" is a dangerous object within the Middlerooms. It is a completely dark liquid and similar to water, but with the difference that this object is really dangerous due to its effects on the human body, and is black. This liquid is kind of gooey and is more like honey in texture. It is also varying in temperatures, ALOT, usually depending on the level, sometimes not.

### Effects

The Black Water is very dangerous once a person drinks it, since it can cause the destruction of the stomach in about 40 minutes after being drunken. This liquid also severely damages the brain, which can cause people to be paralyzed. The liquid itself is able to kill a person in an hour and 10 minutes approximately, on average for an adult human being around the age of 30 who is healthy. The Black Water doesn't only damage the inside of the body as it also makes the skin begin to darken, and it seeps out of a human being's eyes when consumed. It is in a bottle most of the time, but in some instances, flows in rivers and streams such as in Level 95.1.

### Uses

The Black Water has only one useful use, which is the fact that it can also affect entities which could make it useful in some situations.

### Locations

The Black Water can be found mostly in:

* Level 7
* Level 23
* Level 95.1
Level 75

**Survival Difficulty: Class 5e - Environmental**
**》Unsafe**
**》Unsecure**
**》Numerous Non-Entity Hazards**
Level 75 is one of the most dangerous level within The Middlerooms

## Description

A landscape that has been consumed by fire and smoke makes up **Level 75**. **Level 75** also includes a city with a 10 kilometer width and length. Looking up at the sky reveals two suns, three moons, and a steady stream of asteroids, comets, and meteors falling to the "Planet." There are shops, buildings, and a street inside the city. One of the buildings may have a large number of computers. The keyboard is broken, thus the user won't have complete control over the machine. When one tries to exit the news video that is playing on the computer, the PC may become corrupted.

Although it's possible that there are no entities on **Level 75**, current research shows that there were once creatures who lived there. Because of the heat present on this level, samples on these beings have been obtained but never returned to a safe level because the collectors burnt or perished. One of these things has the appearance of a towering humanoid with a 6 on its face; it lacks a mouth and hair. Its feet are short and its hands are long.

A planet colliding with the level is the only known event that can occur in **Level 75**. Any living things present on the level are killed as a result of this occurrence. There are four indications that this could happen. The first is that you might hear several sounds coming from the sky. However, there is no recording of this sound because it would be corrupted as soon as the filming was through. The second indication is that you might spot a little dot that gradually enlarges. The possibility of shadows on the ground is the third indication. The fourth and final caution is to leave this level since you might observe more asteroids hitting with the "Planet".

## Colonies and Outpost

### MITG Operation Underground

* Underground
* Friendly
* Does not give Loot
* 12 Members

## Entrances and Exits

### Entrances

* Finding a destroyed city and walking to it will lead you here.

### Exits

* Finding an apartment and going through it will lead to Level 76.
Level 12

**Notice:** This page is better on dark mode

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**

**Level 12 "Blue halls"**
## Description

Level 12 resembles a long blue hallway with a black trail made of an unknown substance that is not safe to drink. The blue halls have a bottom part that is grey and black lights on the top. They reflect their blacklight on the walls. On the sides there are white holes that have Shiners in some of them, but most are empty. You should still keep your guard up and run if one is spotted. These holes are about the size of a door from The Frontrooms. This level ends when you go through, you turn left 3 times or right 3 times and then the level will end at a door. There is a sign that says which way is left and right from the perspective you are in just in case you faced the other way. Each hall is about 1 kilometer in length.

## Entrances and Exits

### Entrances

* Run in circles 12 times in Level 5 to end up here.
* Touch 12 lights in Level 8, then run in a circle to be sent here.
* No-clip through a blue piece of glass in Level 23 will send you here.
* Ram into a blue wall in Level 11 to be sent here.
* No-clip through a blue wall in Level 27 to be sent here.
* No-clip through a blue portal in Level 55 to be sent here.

### Exits

* Go left to end up in Level 9.
* Go right to end up in Level 5
* Touch a black light to end up in Level 8.
* Touching the mold with your hands has a 40% chance of sending you to Level 13, or it might knock you out for an hour.
Screechers

**This page needs a rewrite.**

**Reason:**  Concept is unique but needs more content. Not deleting this one though!

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

## Description

This entity will make contact with its own skin, Resulting in flesh fusion between the two effected areas. the image below depicts a screecher with fusions between its "arm" and its "face". As the name suggests, this entity emits a defining screech whenever it senses movement this was first hypothesized to be a hunting strategy used by many entities in the backrooms of attempting to draw the attention of a larger entity to prey and killing the predator requiring less effort for more reward however this hypothesis has been prove shaky, as these entities can lack mouths or even digestive organs entirely. a new theory states that the process of fusion causes the entity horrible pain causing them to emit wails of pain during the process

Screechers would seem to react to damage similarly to human tissue thus it is possible to kill one with rudimentary weapons' however using hands while possible is not recommended as the skin of the screechers holds adhesive property's to any organic material though not to the point of its own flesh the following audio clip is of a recorded scream by a screecher

## Behaviors

these entities will screech whenever they sense movement let it be noted that they only posses human senses witch can be blocked by deformations these entity's would appear to posses some learning curve however they are not at all intelligent and easy to fool the only real memory's they retain are of damaging moments

## Habitats

This entity is Uncommon and only can appear in The Middlerooms.

## Appearance

This entity resembles a normal human but it looks like it is "melting" in a way, with fusions of flesh at random features can often clip into each other giving it a horrifying look.
Level 45

**Survival Difficulty: Class Biohazard**
**》Environmental Biological and Physical Hazards**
**》Abundance of Viral Diseases**
**》Devoid of Entities**
Level 45 is the 46th level of the Middlerooms.

## Description

This level resembles a maze of hallways with brick walls, dirty floors and colorful flower patterns on the roof, but not the middle of it. There are many doors around the level which are wood of a very dark shade of brown. The doors lead to more hallways. The floor, like I previously mentioned, is extremely dirty and should never be touched by somebody's bare skin. There is an immense concentration of an immense number of bacteria floating throughout the Level, which means proper sanitary equipment is required to prevent sickness and misery. There is no food in this level, but there IS water. The water is puddles which appear in some hallways. The water is very dirty and seems to come from some of the bricks through the cracks, oddly enough. The cracks are too small to fit anything inside, but the biggest hole ever found was about the size of a pencil led, so a small fly could possibly fit through, but it would be tight. Nobody knows what is on the other side of any walls, but all that has been seen is darkness.

### Floods

At times, the lights go out and when this happens, the room begins to get flooded with water about a minute afterwards. The only possible way to escape is to go through a door and shut it before the water reaches you. The other side will have the lights on. This means that the doors are watertight which is very useful for staying alive when these floods occur. After about 10 minutes, any floods will drain. They are quite rare, but usually happen at least once every few hours.

### Size

The level is about 217,810 square feet wide and long, which is surprisingly small, at least compared to other levels. To give you some perspective, a football field is about 57,600 square feet, and New York City is 302.6 square **miles**. One square mile is 2.7878E+7 square feet so this level is much smaller than New York City.

## Entrances and Exits

### Entrances

* No-clip through a red pipe in Level 44 to be sent here.
* No-clip through a red portion of a wall in Level 14 to be sent here.

### Exits

* No-clip through a flood to be sent to Level 35.
* No-clip through a light to be sent to Level 5.
Level 4

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**Level 4 "Parking Lot" is the 5th level of the middlerooms

## Description

**Level 4** also known as "Parking Lot" resembles a parking lot completely devoid of any car or anything, the parking lot is infinite, and it is illuminated by a bunch of lights there is. The parking lot has many floors though they are all the same, the floors are endless, one person reached the floor 108, without finding an ending though he said that it gets darker and darker once you reach more than 10 floors, this makes exploration of new floors harder, and nobody has yet reached more than 108 floors, as it gets very dangerous once you reach floor 10, the outside resembles a city, with streets, buildings, houses. Though you can't enter this zone, you can watch it from inside the parking lot, if you stay in the parking lot for too much (2-4 days) when the level will start to become an abandoned place, plants will grow, flowers and grass, this is reverted once a new person enters in the level. Sometimes the lights can go off which makes exploration harder, there are many doors with exit signs though they are fake and just send to another zone like most of the doors, the parking lot sometimes has doors that can't be opened. This Level has a lot of supplies and objects like Almond Milk, it also has normal water, food and many other useful objects.

## Entities

There are barely any entities, but you can still find Screechers.

## Colonies and Outposts

#### The Parking Lot Ones

* Peaceful.

* Protects wanderers.

* Explore the Level.

## Entrances and Exits

### Entrances

* Entering in a parking lot in Level 17 will send you here.

* No-clipping in a car in any level will send you here.

* Entering in a door with the sign "Parking Lot" in Level 12 will send you here.

### Exits

* No-clipping in the grass in its abandoned state will send you to Level 14.

* Touching a red wall will send you Level 28.

* Touching water will send you to Level 45.

* Leaving through an opened, exterminated spot randomly located somewhere aleatory will send you to Level 100.

« Level 3 | Level 4 | Level 5 »
Dimension List

### Welcome to The Middlerooms Wiki.

**Levels****Entity List****Object List****Dimensions****Enigmatic Levels****Joke Pages**

Dimensions are areas indepentent from The Middlerooms. They have nothing to do with The Middlerooms. It is it's own reality.

**Warning**: Per Rule 13.3, you are not able to create your own dimension unless it is approved by staff.
* The Frontrooms
* The Backrooms
Trickster's

**This page needs a rewrite.**

**Reason:**  This page needs improvement on not just grammar and spelling, but overall writing and explanations.

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

Template:Entity Class 5

## Appearance

**Tricksters** come in multiple different shapes and sizes all of the resemble clowns or jesters.

## Behavior

**Tricksters** prefer to use their abilities to lure survivors into areas that are open or dark that's because tricksters like to use stealth and ambushing tactics to kill their prey they are also known to be scared of strobe like light so cameras or strobe lights (JUST A REGULAR LIGHT LIKE A FLASH LIGHT WONT WORK IT MUST BE FLASHING UNLESS YOU TURN IT OFF AND ON RAPIDLY) are highly effective against them. **Tricksters** usually cling onto ceilings if the hunting ground is enclosed, **Tricksters** will also chase if the survivor starts to run away from the hunting ground more often than not the chase won't be long because **Tricksters** will most likely stretch its arms to catch survivors. The best thing to do is hide or use kinds of lights.

## Abilities

**Tricksters** have many abilities but the well know abelites are audio playing voice copying silent footsteps and the ability to squash and stretch most of the abilities were seen or heard by survivors who were in Level N that escaped.

## Habitats

**Tricksters** live in open spaced dark areas often on roofs or walls, but have only been seen inside Level N, Level 95.1, and Level 134 but if any level is found with an open space or has dark light in it, we can assume **Tricksters** will be in the level.

## Warning Signs

as explained earlier **Tricksters** heavy rely on using sounds or voices to lure in survivors to proper hunting locations if you do however fall for it be sure to listen for laughter or look up that's because tricksters laugh before attacking and they usually cling onto ceilings if the hunting ground is enclosed.

## Do's and Don'ts

### Do

* Do not run from **Tricksters,**
* Do not Follow ANY MUSIC,
* bring strobe lights or cameras into darkly lit or open areas.

### Don't

* Go to dark areas in levels where they reside,
* Run away if you know you're being watched, you should simply just hide or use the lights.
Level 61

**Survival Difficulty: Class Christmas**
**》Safe**
**》Secure**
**》Devoid of Harmful Entities**
## Description

Level 61 appears to be a city, it includes the components of a city (traffic lights, stop signs etc) The level has 3 seasons.

### Spring Season

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Devoid of Entities**
## Description

The Spring Season appears to be hot. During this season, greek artifacts/building will start appearing, touching this will instantly put you in **The Naughty List**. Being putted in the naughty list will instantly kick you out of the level, sending you somewhere in The Middlerooms.

## Entities

During this season, there are no entities.

### Fall

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**
During this season, all the trees leaves, instead of falling, will begin to move wiggle to the east like a wind is coming from the west, its cause is unknown and will be investigated further all. The buildings will also shorten. This is registered the name Fall because of the buildings being shortened.

### Winter

**Survival Difficulty: Class Habitable**
**》Safe**
**》Sustained Communities**
**》Devoid of Harmful Entities**
During this season, it'll be raining snow and sleets. The buildings will also be covered in snow. and multiple christmas trees will start appears in yorur view. "People" will start appearing and putting gifts in the christmas tree **for you**.

## Entities

### Santa

Santa will give out presents for the nice list. He will grant you any you would like and continue. Santa will NOT give guns because its bad. Asking for these will get you coal. Asking for alot of stuff will also get you onto the Naughty List.

## Entrances and Exits

### Entrances

* Finding snow and touching it in Level 32 will bring you here. You wouldnt notice the change at all.
* Giving the shopkeeper free stuff in Level 26 will bring you here, will also not put you into naughty list

## Exits

* Being naughty will send you into a **random challenge level**
* After winter, you will be teleported to Level 34

[Authors]

Original Author: Khai

Orginally written and published on The Greekrooms wiki but was deleted so it was imported here imstead.
Level 50

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Friendly Entity Count**
## Description

   Level 50 is a spacious party hall with a generic theme. The walls are painted a neutral color, with colorful banners and streamers hanging from the ceiling. There are a few tables and chairs scattered around the room, along with a bar area in one corner.

The party hall appears to be designed for hosting various events, from birthday parties to corporate gatherings. Despite its generic theme, the decorations are well-crafted and visually appealing. The hall has multiple entrances and exits, making it easy to navigate.

The bar area is stocked with a wide variety of drinks, from soft drinks to alcoholic beverages. There are also a few snacks available, such as chips and pretzels. However, the food and drinks are replenished only once a day, so wanderers should plan accordingly.

The atmosphere of the party hall is lively and welcoming, with a pleasant background music playing in the background. The lighting is dimmed, creating a cozy and intimate ambiance. The party hall is a great place for wanderers to relax and socialize with each other.

## Entities

The party hall is relatively devoid of entities, except for the occasional group of friendly Celebrant mingling around the room.

## Colonies and Outposts

Due to the nature of this level, colonies and outposts are unable to be established.

## Entrances and Exits

### Entrances

* Noclipping through a staircase in Level 21 will take you here.
* A large wooden door leading from Level 47.
* A staircase leading from Level 48.

### Exits

* A hole can appear in the level, with Level 49 behind it.
* A hidden trapdoor in the floor leads to Level 52.
* No-clip into a chair to access Level 51.
Level 42

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**
Level 42 "Neon Zone"

## Description

This level resembles a labrynth with many hallways which have varying levels of brightness in the lighting. There are some hallways that have doorways on the sides which lead to portals to a random dangreous level in the middlerooms. There are big rooms that have entities in them which will be mentioned later in this article, in addition to other exits which will be mentioned later. The level is about the size of 20 football fields, and are about the height of average 2 adult men, but there IS a second floor which there are some ladders that they go to. The second floors look just like the first one but much darker, have all of the entities, and have alot of supplies. The entities never go to the first floor, and only stay on the second floor. Sometimes on the top corners of the halls there are LED lights and on the roof there can be some, but a few are missing and a few are hanging slightly off, and they are very fragile, so touching them will cause them to fall onto the ground The ground is made from solid plastic, the walls are concrete, and the roof is concrete in addition to the concrete walls aswell also too. The second floor is majorly un-explored, so for all we know, there may be a third floor aswell, or even more floors after that which have not been explored, but most likley not, but we are not sure so watch out for stuff like that. It is *highly* reccomended to report any new areas because this levels second floor is not very documented (as of writing this,) but more info may be added in the future, if more reasearch goes into this level in the future.

## Entities

In the second floor there are Flesh eyes, and Screechers.

## Entrances and Exits

### Entrances

* No-clip through an orange light like the one on the left of the image in Level 17 to be sent here.
* Turn on the boiler and no-clip through it in Level 19 to be sent here.
* No-clip through any lights in Level 31 to be sent here.

### Exits

* Use the dark doorways that may appear in halls to be sent to random dangrous levels.
* No-clip through a purple light to be sent to Level 11.
* No-clip through a brown wall to be sent to Level 43.
* No-clip through a regular light to be sent to Level 39.

multiple doorways in a hallway.A large room with purple lights in the distance which can lead to another level like mentioned earlier.The first image of this level.
Level 30

**Survival Difficulty: Class 0e - Environmental**
**》Safe**
**》Secure**
**》Devoid of Non-Entity Hazards**

## Description

This level resembles a tunnel that at its edges warp space time. You can never touch this because if you get too close it will push you away, not in a violent way, just in an almost friendly way. There is no gravity here so it is strong enough to keep you away. There are some blue crystals that are safe to eat. They also have water in them too. They regenerate once taken and never seem to run out. The worm hole is 7200 inches long and nobody has ever touched the warped part before. The space on each end of the worm hole looks like stars and space out of the worm hole but it will actually send you to another level. Oddly enough people can breath on this level, it could be the crystals generating air somehow but how they do this is unknown, the crystals is the most likely option but there could be other reasons there is air on this level so people can live here. The crystals seem to be healthy enough to be the main part of a diet, but there is not really enough protein for it to be a proper diet. This level is connected to Level 11 which has other kinds of food.

## Bases and Outposts

### B.N.T.G. Crystal Raiders

* This is a group of 10 people who raid crystals and trade them in other levels.
* They are friendly and don't usually accept new members.
* They go to Level 11 every once in a while to obtain a more diverse range of food.

## Entrances and Exits

### Entrances

* No-clip through a vent in Level 11 to be sent here.
* No-clip through a crack in Level 25 to be sent here.
* Wander for long enough in Level 29 for a portal to appear which will lead here.
* No-clip through obsidian in Level 37 to be sent here.

### Exits

* Go through the other end of the worm hole to be sent to Level 11.
* No-clip through a crystal to be sent to Level 5.
* Consuming a crystal has a chance to be sent to Level 31.
Level 14

**This page needs a rewrite.**

**Reason:**  This page sounds like it was written by a high mad rodeo clown on an acid trip taking a "toaster bath" while having a stroke. I fixed most of the spelling and grammatical errors, but the whole page needs rewriting. I might get around to doing this later.
-Underscratch

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities**

## Description

Level 14 is the 15th level of the Middlerooms. Level 14 contains a lot of hallways, resembling school hallways, but instead of a floor it has grass with a lot of flowers, the school is located in the middle of the heaven. The level is pretty windy, the wind is cold, there's a lot of classrooms in the hallways, these hallways seem to be infinite except for a special one, remember the special hallway said before as it will be important later. The level is pretty safe and a lot of wanderers get the feeling of extreme tranquility when reaching this level, the level has a lot of windows, most of them are closed and impossible to open although there are some that are open, you can see the heaven through the windows.

### The Classrooms

The Classrooms is a zone you can enter by opening a door in one of the hallways, the Classrooms looks like an average one with chairs, blackboards and some school items like backpacks, pencils, pens, erasers. The Classrooms like the hallways are pretty safe and devoid of any hazard. The Classrooms doesn't have any type of illumination which makes it hard to see sometimes.

## Colonies and Outposts

### The Dream Ones

• Peaceful

• Help any wanderer

• Trade with wanderers.

## Entrances and Exits

### Entrances

• No-clipping in Level 46's skybox will send you here.

•No-clipping in a flower in Level 23 will send you here.

• Touching the grass in Level 60 has a 15% chance of sending you here.

• Reaching the highest point of a mountain in Level 13 will send you here.

### Exits

• If the hallways turn grey, you will be sent to Level 62.

• No-clipping in a concrete wall will send you to Level 29.

• Touching a sign with a sad face will send you to Level 15.

• Launching off from the school will send you to a random level in the Middlerooms.
Level N

**This page needs a rewrite.**

**Reason:**  Kind of mid, I might edit this a bit more later.

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

## Description

Level N is a large expanse of damp cold icy caves that reek of blood. the floor of the cave is mad of stone and ice which makes it harder to walk on but is still possible. Level N is completely infested with all entities this is because it's believed that Level N is the birthplace of Peelers, they come out of openings from the walls of the caves. It is also believed that level N is a living level as for the one survivor that escaped says that they heard a loud heartbeat inside the walls of the caves. we were also told that the ice in Level N is not made by water but by human blood. During an experiment a survivor has found there is another part of level N. if you find a staircase and you go up it you will go to upper-level N which is a foggy forest. as of now we have little to no info on Level N besides of recovered camera footage and the one survivor of level N if you have any info, please let us know.

## Entities

All entities are in Level N this includes but not limited to Flesh eyes, Screechers, Snatchers, and Shiners. we were also informed of new entities that are just discovered because of level N which are tricksters, peelers, viruses, boomers, nightmare's, amalgamations, breathers, giants, consumers, shadows and hunters. but there are rumored to be more.

## Experiment

Survivors who have nothing too loses have chosen to go into Level N. During one of the survivors experiments they brought a microphone into level N these are the sounds heard from the microphone
## Bases and Outposts

In Level N survivors have seen there are bases but they are old looking and look like they came out of different time periods but are now destroyed and filled with The infected meaning they are abandoned

## Entrances and Exits

### Entrances

Noclipping in any and all levels have a 3% chance of survivor ending up in Level N

A 100% chance to get here is to pull out a skull in Level 105 and letting the bugs kill you.

### Exits

* Kill a entity
* Survive 10 minutes
* Go in one of the holes in the walls
* You will be sent to any level
Viruses

**This page needs a rewrite.**

**Reason:**  Stub and is a mid page.

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

## Appearance

**Viruses** are meaty ball tripods with a large gapping mouth and vacant eyes and nose also the **Viruses** have a semi exposed ribcage and has lots of holes on its back that spews infectious spores

## Behavior

**Viruses** have no eyes which means it can't see but its infectious spores paint its vision by that it means his spores are its eyes whatever a **Viruse's** spores touch it will be able to see, Viruses can walk on any surface, and they use that to their advantage, **viruses** usually live in a hive of 7 minimum 30 max they build nests on long open roofs or underground.

## Abilities

**Viruses** have spore have many variants based on color green means acidic spores that melt all it touches except for the level its in blue means controlling spores that can control entities and yellow infecting spores this will make survivors into zombies that **Viruses** cant control and instead will become whole new entities that can do many things were seen by survivors who were in Level N.

## Habitats

**Viruses** live in long open roofs or underground but as of now have only been seen inside Level N and Level 95.1. They create little nests out of corpses and in some cases, such as in Level 95.1, one BIG nest.

## Warning Signs

**Viruses** spores are visible so if spores are spotted put on some form of gas mask or protective suit but if the spores are green run or you'll be melted

## Do's and Don'ts

### Do

* wear protective gear
* run from green spores
* avoid nests

### Don't

* inhale spores
* try to kill **Viruses**
* lead **Viruses** spores to bases
Level 23

**Survival Difficulty: Class Ψ****》Unsafe****》Unsecure****》Mental Hazard**

## Description

This level resembles a home that is filled with distracting and disorienting tinted glass in weird shapes and on top of that, it is constantly shifting inside of some certain areas, also there are many, many entities. There are not a great multitude of occurrences that can make this worst except for, an irritating noise perhaps. Well, that is the Screechers job to help you go completely, and utterly **insane**. There are Screechers Absolutely everywhere inside of this level. Some rooms have none, but if you stay there for too long, they will most likely find you. This home has many rooms with the exact number not found, possibly infinite rooms but it is so unstable a room could collapse and be generated, so numbers may vary if the number of rooms is finite and not infinite similar to previously mentioned which is entirely possible.

### Danger Zones

There are some areas with broken glass which have no walls, roof, or ground with broken glass, so the room is intact, but there are floating broken shards of glass in them which are extremely sharp and bouncy, so they are like a storm of sorts but just broken glass shards. These rooms are devoid of furniture but have doors made of stained glass, so if you see a door like that do not under any circumstances open it ever, or a blizzard made out of shards of tinted glass will ram into you. Those rooms are known as "Danger Zones" which is the title of this section of the page.

#### Side effects of entering "Danger Zones."

Opening one of the various entrances to these rooms will most likely kill you or at least wound you to a very dangerous amount. Also, it would hurt to an astonishingly high degree, so be careful for that reason in addition to the possible death from entering or even opening the door to any of those rooms.

## Entities

There are numerous Screechers throughout the level who will attack.

## Entrances and Exits

### Entrances

* Try to destroy a trampoline in Level 18 to be sent here.
* Touch a colorful window in Level 19 to be sent here.
* If there is a piece of colorful glass on the ground in Level 22, then touching it will take you here. You may cut yourself so be carful.
* No-clip through a rainbow archway in Level 55 to be sent here.
* Going through the store exit in Level Valentines has a chance to lead here.

### Exits

* No-clip through a yellow piece of glass to be sent to Level 3.
* No-clip through a green piece of glass to be sent to Level 6.
* No-clip through a purple piece of glass to be sent to Level 11.
* No-clip through a blue piece of glass to be sent to Level 12.
* No-clip through a red piece of glass to be sent to Level 7.
* No-clip through a grey piece of glass to be sent to Level 14.
* Touch a carpet made out of light blue glass to be sent to Level 24.
* Destroy glass to be sent to Level 25.
* No-clip through a wall to reach Level 47.
Object 5

## Description

**Object Class: Positive**

Chocolate bars is the 5th known object in The Middlerooms. Chocolate Bars resembles bars made with chocolate, pretty similar to the ones in The Frontrooms, with the difference that the chocolate bars from here have special properties and it is a good source of food in the Middlerooms. The chocolate bars has a pretty good taste, for some reason these chocolate bars give a feeling of extreme satisfaction, the chocolate bars are one of the few food sources in the Middlerooms as there barely is food in most of the levels, along with some special properties that aren't good as Almond Milk or other objects but it's still pretty good for an object like this.

### Effects

The chocolate bars have some know effects in the body of a person like the next ones: Satisfaction, Happiness, More Adrenaline, Gives more sanity, Stops insanity, these are all the know effects of the chocolate bars in a person.

### Uses

The chocolate bars can have many uses such as: Prevent death from starvation, Stop insanity, More Happiness, Have more sanity, Trading pruporses along with some more uses that the chocolate bars can have.

### Locations

This object can be found in levels that have stores or a fridge, but most commonly in:

* Level 76.

* Level 20.

Sometimes in levels like:

* Level 64.

* Level 14.

## Discovery Log Of Chocolate Bars

Jonathan: So i have been exploring Level 20 and i found some chocolate bars.

MITG Employee #0003: Chocolate Bars? In the Middlerooms?

Jonathan: Yes

MITG Employee #0003: Maybe you should not eat it, it could be a trap.

Jonathan: It looks like normal chocolate bars, like in our world.

MITG Employee #0003: Really? Well, i think you should eat it, maybe it is not a trap.

Jonathan; Ok.

Jonathan: That was delicious!!!.

MITG Employee #0003: It wasn't a trap?

Jonathan: No, I am starting to get a feeling of happiness, satisfaction at the same time, it feels so good...