recursal/Fanatic-Fandom huggingface dataset:
Elevator Station

**SURVIVAL DIFFICULTY:** *Class Ø*
**⯁ Safe**
**⯁ Stable**
**⯁ Regular Geometry**
**⯁ No Reported Hazards**

The Elevator Station is a method of travel in The Backrooms.

## Description

   The Elevator Station is a futuristic elevator that can be found at random in Levels that contains atleast 1 elevator, such as Level 3, Level 4, Level 11, and so on.
The Elevator itself is anomalous due to being known to have buttons for each Level in The Backrooms, however the buttons are randomized, so don't expect to be able to travel for "every" single Level, since it only have 50 buttons max, though it can appear with less buttons.

Pressing a button will lead one to the Level with the corresponding number, such as, pressing the button for Level 72, it will lead one there. The trick is, even if there is no known Elevator in a Level, it will still take you there, without being supported by anything, it would float above any liquid surface.

Some say the Interior of the Elevator is very comfy and has a air conditioner turned on at all times, with music playing the in background, the music doesn't seem to be recognizable by anyone though, almost as if it doesn't exist in Baseline Reality. But people still stay that the music is pretty relaxing.

Pressing any button other than the numbered ones, will not work at all, considering they are not Levels and the Elevator is not connected any other device to receive a notification from (If pressed the phone button, which a normal elevator would call an employee incase you are stuck inside of it).

## Entrances

The entrance to this Elevator is completely random, so this may not work at all times, however if it actually does show up, you can press the button to call it and go inside. It is completely safe inside of the Elevator, and if there was any kind of Creature chasing you, it will no longer be able to get you.

The Elevator can also be found in the middle of nowhere, such as in the middle of a forest, or the ocean, floating above the water. Entering said elevator will get you here.

## Exits

There are many exits from this Elevator, but lets just say that it has a button for each Level of The Backrooms with a limit of 50 buttons. Pressing any of the buttons will take you there.

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

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Author: Lxnar\_Whrxd

Images: Unknown Source.
Level 3-B

Level 3-B is the 3rd alternative Level of The Backrooms.

## Details

    **Level 3-B** is the main power source of all Alternative Levels in the B category, it mainly consists of yellow concrete walls, with yellow bricks, the floor being made of bluish marble.

The pipes lining up the ceiling carry Carbon Monoxide, which is highly flammable in this Level. Which is just one of the dangers of this Level, similar to this Level's parent counterpart, it has many gates spread throught it's halls, except that they can actually be unlocked or broken with a crowbar. Making many new rooms accessible.

Also similar to Level 3, **Level 3-B** also has a few office rooms, except that they wont take you anywhere. These offices mainly consist of a desk, a computer, and a few drawers around in the room, a chair is nowhere to be seen.

Exposed wires are also present in it's many hallways, along with puddles of sea water, making it highly conductive, it is not recommended to cross these paths, as it could be lethal to one's health.

The atmosphere in this Level is very warm, almost unbearable to those who are wearing too much clothing, despite being warm, many Travelers have decided to settle in **Level 3-B** inside it's office rooms, since they mostly contain supplies.

## Entrances

Taking a elevator in Level 2-B has a chance of getting you here.

One of Level 1-B's doors also has a possibility of getting you in **Level 3-B**.

## Exits

Going inside a emergency fire exit and descending 20 flights of stairs can get you to Level 4-B.

## Machinery

**Level 3-B'**s machinery is much more complex than Level 3's, it's generators are flawless, and because of this, there have been no reports of any power outage in any Level of the B category. Many of it's wires are connected to other generators, or routers, which gives all of the Alternative Main Nine a very strong WiFi connection.

« Level 2-B | Level 3-B | Level 4-B »

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

**Credits**

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Author: Lxnar\_Whrxd

Images: Image by u/EddyBrooks.
Level 77

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

Level 77 is the 77th Level of The Backrooms.

## Description

   **Level 77** has walls made out of concrete-infused marble and a ever-present carpet. **Level 77**'s structure resembles a infinite Casino except it's only made out of a maze of hallways, always having a few shops and rooms on its sides. In the ceiling there are neon lights that often flicker due to low energy supply, and because of said reason blackouts often happen.

During these blackouts, with a 7 minute interval each, all of the stores will start closing down by themselves and a swarm of Smilers and Hounds will rush towards you. To avoid this event one must go inside a store before it closes you outside, lights will still work inside said stores, meaning you'll be safe from Smilers trying to break in.

   Survival in this Level bases completely on luck, meaning that **Level 77** will try to distract you from your main objective by putting obstacles in the middle of the way or creating crates that have nothing inside.
Air conditioners are present in this Level, even if it has low energy supply, it still works during blackouts, being one of the only comfortable parts of being in this Level, since it's not too cold either.

As mentioned above, shops are present in this Level, some of which don't seem to actually exist in our Baseline Reality, one of which is actually a restaurant, rather than a shop, which is very rare, called "Tom's Diner".

## Entrances

One can easily enter this Level by using a elevator in Level 76 or Level 5, in the boiler room.

## Exits

Not many exits are present in this Level, the main exit is through emergency stairs, which leads to Level 78 if you go upstairs, if you go down, however it will lead you back to Level 76.

Going into a hallway with no lights, will lead you to Level 6, and possibly if you reach the end of the hallway it will lead you to Level 49.

« Level 76 | Level 77 | Level 78 »

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

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Author: Lxnar\_Whrxd

Concept: ink on Discord.

Images: Unknown Source.
Lanimil Corporation: Backrooms Documentation Wiki

**!** We switched to Wikidot **!**

**[** http://spatial-records.wikidot.com **]**

Welcome to the Lanimil Database, where we document and explore limspaces encountered throught all over the Backrooms System. Scientists, and many more are constantly studying The Backrooms, each day we learn more about what it means for something to be considered, liminal, or uncanny, even.

Our research can be documented by you, and many others, and possibly can become of use in the future, you never know when you are going to fall through the floor and finally meet the terror yourself.

*If you're not careful and noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.*

*God save you if you hear something wandering around nearby, because it sure as hell has heard you.*

### Information Sources:

* Levels

* Factions

* Life-Forms

* Objects

* Tales

* People

* Theories

## Introduction

The Backrooms are a separate reality from our own with no laws of physics.

There are only 9 Main Levels of The Backrooms, named "The Main Nine" or "Quantum-Stable Levels", each and every single Level of The Backrooms are unique and confusing, but our job is to explain everything we know about it.

The Backrooms has many Objects scattered throughout every Level, Objects such as Almond Water, Energy Bars, etc.

The only way to enter The Backrooms is by No-Clipping, entering a out of place door, or ending up in the wrong floor on a elevator.

The Backrooms is a collection of Liminal Spaces, or Spaces between transition, each space is unique and evokes a feeling of familiarity and alienation that is felt by everyone. The Backrooms are made out of infinite Liminal Spaces, each one are either infinite or limited.

The Backrooms are mostly known for the feeling of isolation and that something is not quite right, at all times people will feel paranoid that there might be something lurking.

(DISCLAIMER: ALL OF THE INFO GATHERED IN THIS WIKI IS FROM THE BACKROOMS WIKIDOT, BACKROOMS FANDOM AND LIMINAL ARCHIVES, OTHER INFO IS FROM THEORIES, OR MADE UP FROM OURSELVES.)
Level 89

**SURVIVAL DIFFICULTY:** *Class 1*
**⯁ Safe**
**⯁ Stable**
**⯁ Stable Geometry**
**⯁ Mild Mental Harzard**

Level 89 is the 89th Level of The Backrooms.

## Description

   **Level 89** is an Grocery Store that is 7.688.000 km² wide in all of it's sides, most of the food present in this Level is safe for consumption, and rarely will be rotten.

The Meat present here is mostly from normal animals, but in addition, Hound meat is also available for consumption and is actually very healthy, despite the salty taste, being higly nutriticional.

The most common drinks you find here are mostly **Water** and **Juice** that comes from different Levels, the Water comes from Level 7's ocean, and is commonly told that it is the best and cleanest Water there is, the Juices are commonly from fruits present in Forest Levels of The Backrooms, the most common type of Juice in here being: "Wallaha Juice" made from an Fruit that comes from Level 14-B, and is probably one of the tastiest juices around the area, as reported by several interviewed Travelers.

Another drink present in **Level 89**, are energy drinks, which vary in brand and are notably known by having a sweet, fizzy taste and is very addicting, despite being addicting, it is also very healthy.

The Level is mostly operated by Facelings, which are wearing uniforms native to this Market, they are very friendly and are willing to help you navigate in the Market's aisles, due to them not having a face, they mostly communicate with sign language, but as long as you ask basic things they might just nod in agreement or disagreement.

There may be places where the Market is very mossy, the food in these places are not safe for consumption, but you can collect Almond Water as it drips from the products, but it is advised to boil it first before consumption, to kill all of the bacteria present.

The only danger present in **Level 89** is consuming rotten/expired edibles or drinks, but it also depends if you have provoked a Employee or not.

## Entrances

The Main entrance to the Level is in Level 11, by simply entering a Market will take you here, but that's not always the case.

The secondary entrance is through Level 88, by taking the stairs.

## Exits

The Only known exit is to Level 90, by going up stairs that are broken down, after reaching the top you'll have to enter the door at the end of a hallway.

« Level 88 | Level 89 | Level 90 »

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

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Author: ThePaglue

Images: Image by u/Rhettledge.
Level 32

**SURVIVAL DIFFICULTY:** *Class 1***⯁ Unsafe****⯁ Stable****⯁ Non-Linear Geometry****⯁ Bodily Hazard**

Level 32 is the 32nd Level of The Backrooms.

## Description

   **Level 32** appears as an expansive public park permanently stuck during the season of winter, covering the Level in a bright layer of snow. Pathways stretch and bend around the park, with tall street lamps scattered throughout, shining a bright light across the paths, usually being a goldish yellow in colour, or a light blue tone.

A variety of props litter the paths, materializing as objects one would see in a normal park, ranging from benches, to picnic tables, to bins. The only observable anomaly of said props are that they will occasionally shift locations, and change objects entirely.

The Level is filled will trees and flora, ranging from a multitude of different tree types, leaf color, and life state. They do not seem to have any anomalies present inside, and thus can be utilized for materials such as twine and wood. The ground of the forests are littered with leaves. These leaves can vary in colour vastly, with the uniqueness of the colouration changing depending on how far you are into the forest.

Bushes are almost as common as trees in the level and usually host berries of many different flavours, though consumption of said berries are ill-advised, as the effects of the berries are yet to be fully documented.

Occasionally, one will find small shacks in random places across the Level. They don't contain much inside them, but what they do have tends to be useful, with things such as food, drinks, medical items, weapons, and objects being found rarely within them. The shacks themselves are small, with a empty frame for a door. The small hut is constructed with wooden planks that appear to be rotting away, due to this, the shacks are prone to collapsing at any given moment.

The most notable feature about this Level is how upon entering the level, wanderers vision will become noticeably more saturated than usual, with no given cause. It appears to have no negative or positive effects, simply existing to make things look different.

At first, it was believed that it wasn't oversaturated, the Level was simply built and lit to look like so. But one will notice that both other Travelers in the Level, and exits out of the Level will appear oversaturated until they leave the Level.

## Entrances

Rarely, one can find doors in Level 31 that will lead here.

Upping the monitor contrast on a terminal in Level 24 will cause you to black out, leading you here.

## Exits

Something a Traveler may notice is that the saturation may strengthen when walking. This is an indication to the exit of the level. When you reach it, it will appear as a crudely dug hole in the ground. Jumping in it will result in being teleported to Level 33

No-clipping through one of the shacks will lead to Level 19

« Level 31 | Level 32 | Level 33 »

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

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Author: MilkBrr

Images: Unknown
Level 16-B

**SURVIVAL DIFFICULTY:** *Class 2*
**⯁ Unsafe**
**⯁ Stable**
**⯁ Regular Geometry**
**⯁ Bodily Hazard**

Level 16-B is the 16th alternate Level of The Backrooms.

## Description

**Level 16-B** is a large labyrinth with 5 floors with 8 staircases across the labyrinth that leads to each floor, each of them is recorded to have the same number of Creatures, which in this Level are extremely territorial.

Creatures will always remain in groups. These groups are strewn across the labyrinth. When entering **Level 16-B**, you will always start in a random spot of Floor 1. Exits can be found on all floors besides Floor 5.

The indestructible lights found in floors 2 and 5 are very harmful to look at. Touching the lights on the floors will give painful burns that leave damages similar to a 3rd degree burn.

Traveling upwards or downwards is difficult because of lights commonly being next to stairs. Though the light's brightness should give floors way more illumination, lighting continues to remain at a comfortable level.

Floor 1 is very different from the rest, its the only floor to not be illuminated by lights and its design is very different from the others. Creatures on Floor 1 still retain their behavior. It is recommended to bring light sources such as lanterns and flashlights if you are going to explore this floor. The exit in Floor 1 can be found at the West end of the Labyrinth.

## Details

Floor 5 is the only floor to not have any exits. Floor 4 does not have as effective lighting as the other floors, and so the entire floor is dimly lit. The lights in Floor 4 still have the same dangers as the others. The exit in floor 4 can be found in the North end of the labyrinth. In Floor 3 lights are found 4x more often. Lights are guaranteed to be next to stairs in Floor 3. The exit in Floor 3 can be found at the South end of the labyrinth. In Floor 2 entities occasionally drift off from groups but will always return to their groups. The exit in Floor 2 can be found at the East end of the labyrinth.

## Entrances

Traveling too far in Level 14 will eventually lead here.

Entering a damaged building in Level 16 will get you here.

## Exits

Using Floor 1's West exit will lead you to Level -16.

Using Floor 2's East exit will lead you to Level 17.

Using Floor 3's South exit will lead you to Level 17.

Using Floor 4's North exit will lead you to a unknown Level.

« Level 15 | Level 16-B | Level 17 »

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

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Author: Lxnar\_Whrxd

Original Authors: Unknown

Original Page: Fandom.

Images: Images are from the Fandom.
Level 9.3

***SURVIVAL DIFFICULTY:** Class 3*

## *Description*

***Level 9.3*** *i*s a exurban area with lilac violet clouds that overshadow the nice sunlight above.
The Violet district is densely packed with rich exurbs and occasionally purple-violet countryside, and it is shadowy and dark like its parent level, Level 9, but a trait from Level 9 isn't seen here, because it lacks the indications of rain that Level 9 has. At this level, the sky is violet-purple and hazy, like cotton candy. It even makes it difficult to see the sun or the sky.

This level contains only two anomalies. The first anomaly is being in the wrong place at the wrong time. This is fairly common around this sublevel. For instance, "you are going to sip almond water when the almond water spills on you, causing you to stumble and fall to the floor, and an entity enters the specific location where you are." This anomaly is both irritating and hazardous.

The second oddity is the sensation that the sky is monitoring you. As a result, you become paranoid and refuse to be outside and enter any building you can find. The buildings are completely dark. And because Something lurks in the houses as their habitat, the probability of being killed by a These lifeforms is increased if you enter the buildings and the buildings are empty.

## *Lifeforms*

Lifeforms will only live in the houses, but it's an easily avoided hazard.

## *Entrances*

Finding a bunch of weird stop signs on level 9.2 and entering the house behind all of those stop signs and entering will send you to this sublevel.

Finding a purple toy house on level 9 and throwing it out of a window will send you to **level 9.3.**

## Exits

Finding a wheat farm and entering it will send you to level 10.

This is the only information available about this level; the rest is unknown. - Dr cow

« Level 9.2 | Level 9.3 | Level 10 »

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

**>Credits**
Author: RoboticCow2

Images : Source
Object 3

## Object 3 - "Firesalt"

Object 3 is the most common crystalline formation in The Backrooms.

### Description

   **Firesalt** is a common crystalline formation found within The Backrooms. They are irregularly shaped shards between 1 and 5 cm in size, colored orange and slightly translucent. **Firesalt** crystals are quite brittle, making them vulnerable to impact damage, in addition, they have a low fusion point of approximately 47 °C, whereupon reaching said threshold the crystals melt into clear pyroil.

When **Firesalt** is thrown, they will easily shatter, generating a low quantity of light in the shape of burning sparks, crystals of a mass greater than 60 grams are able to explode in a manner similar to TNT, equating to approximately half the energy of a dynamite stick. Using small crystals, one can use them as self-defense weapons as they can be explosive and can be used to surprise, hurt, or scare away both hostile entities and humans.

**Molten Firesalt** is a colorless flammable liquid with a smell reminiscent of incense, **Molten Firesalt** can be used to create large artificial **Firesalt ingots**. larger manufactured ingots greater than 30 grams are able to explode in a way similar to TNT, but it does not seem to damage the structure of The Backrooms. Large ingots however are used as a tool of war, as its destructive power can easily eliminate hordes of entities.

On the other hand, it can be used as a substitute to gasoline to power any small vehicle within The Backrooms, aswell enhancing flavor to any kind of drink or food, like any type of salt.

### Main Sources

Main sources of **Firesalt** is found within any cave Level of The Backrooms, such as Level 8.

« Object 2 | Object 3 | Object 4 »

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

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Author: Lxnar\_Whrxd

Original Authors: Will Anomaler

Original Page: Wikidot.

Images: Unknown Source
Level 2-B

Level 2-B is the 2nd alternative Level of The Backrooms.

## Description

    **Level 2-B**, contains many corridors and rooms as well as ventilation ducts on the ceiling, the walls are mostly composed of a mix of marble and concrete, while the floor being tiled with a turquoise hue.

There are very faint lights on the walls of **Level 2-B**. These lights sufficiently illuminate the walls to show anything that might be critical to survival.

The temperature has reached 50°C in several areas and has dropped as low as -18°C (-0,4°F) in others, these areas should be avoided, as they could cause hypothermia or heat strokes. Some groups have succesfully managed to board up these areas, although some are still left without their knowledge.

A person may stumble across metallic doors made of unrecognizable material. It is futile to attempt to harm them. There are many colonies that live in rooms similar to storage areas where crates can be found with Energy Bars, Almond Water, and other supplies.

Some sectors may be devoid of any light, it is unknown why but this zones shall be avoided, as just recently there has been a Smiler Infestation in these areas due to overpopulation.

## Entrances

Entering one of Level 1-B's many doors could get you here.

## Exits

Entering elevators can get you to either another floor, or to Level 3-B.

« Level 1-B | Level 2-B | Level 3-B »

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

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Author: Lxnar\_Whrxd

Images: Image from The Backrooms Collective Fandom.
Level 38

**SURVIVAL DIFFICULTY:** *Class 2*
**⯁ Unsafe**
**⯁ Stable**
**⯁ Chaotic Geometry**
**⯁ Bodily Hazards**

Level 38 is the 38th Level of The Backrooms.

## Description

   This Level has the unique appearance of a city of flat fake houses. Though some can be entered and seems to have normal house furniture and even has supplies in the fridge, despite the thin appearance, they are alot bigger from the inside.

**Level 38** is the continuation of Level 37, though they have no connection whatsoever the only thing they have in common is the fact they are both cities, it's like crossing from one city to another. This Level has a day-night cycle that seems to be completely random, nights can last from roughly 30 minutes or 24 hours like normal, while days can last for just 2 seconds.

Cars in the Level seem to be completely unaffected from its anomalous properties, and they can be driven like normal, though it is very rare to find a unlocked car with its keys still inside. Similar to Level 11, the city is considered to be infinite, along with a few suburban areas found near grass fields.

   **Level 38**'s inhabitants consists mostly of Facelings and Hounds, though they have been somehow tamed by the Level's Facelings, which are very friendly and are willing to escort you out of the Level.
Smilers have been reported to appear during night-time, since they take advantage of the darkness. It is unknown where they go after the sun starts rising again.

Though the buildings look fragile, they are actually impervious to any kind method attempted to destroy a part of it, making it completely indestructible. The weather in **Level 38** is quite similar to Baseline Reality, making it a little more comfortable for who those miss their home.

Besides the Level's appereance and the Smilers present, it is pretty habitable, there have been reports of multiple groups of people living normally in the town, often welcoming visitors, though they might not be open to trade.

## Entrances

This Level can be entered only from Level 37 through the exit door found in the Ruined Beijing Skyscraper.

## Exits

The Exit of **Level 38** is found inside a manhole that leads directly to Level 39.

Another Exit is to enter a town square skyscrapper, leading to back to Level 37 or Level 11.

Noclipping into an fake tree will take one to Level 40.

« Level 37 | Level 38 | Level 39 »

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

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Author: Lxnar\_Whrxd

Images: Images by Zacharie Gaudrillot-Roy.
Roles

There are 31 roles available to play in Traitors in Salem. 16 of these roles are Town roles, and the other 15 are Traitor roles.

Every role has its own special ability, except for the basic Townie and Traitor roles. Most of these abilities can be performed during the roaming phase by pressing the ability button on the bottom right-hand corner of the screen.

All roles in this game are not unique, meaning that there can be more than one of the same role in a game.

## Town Roles

The Town must work with each other to eliminate the Traitors. On the table below is a list of every single Town role and their description.

## Traitor Roles

The Traitors must kill all town members in order to win. Every Traitor role has the ability to kill players. You are not able to kill your teammates.

The Traitors also have access to a spell book called the Necronomicon, which grants them abilities they can use to sabotage the town. Many Traitor roles have abilities that help them deceive or kill townies. On the table below is a list of every single Traitor role and their description.
Factions

## Information

The Backrooms is populated by unique factions that have the sole purpose to survive, or achieve a specific goal, such as leaving The Backrooms, making The Backrooms feel like a home to others by collecting resources for those who are in need, or to kill Creatures and make Levels habitable.

Factions:

### The M.E.G.

*We are your spark of hope. We are The M.E.G. We promise to protect you, and everyone in any way we possibly can, and explore countless different places no one has ever seen before. We are always bettering humanity.*

The M.E.G. is the largest Faction in The Backrooms, created with the goal of protecting people, and finding a way out.

It is divided into small teams, scattered across different Levels, with the goal of documenting, and terminating Life-Forms. The Group is run by █████████, a team of three that watches over the various teams and holds the most knowledge.

**M.E.G.**
**Bettering Humanity**

### The Freebird Administration

*The Administration is your only hope of escaping The Backrooms as a whole, we will escort you out of this hell, but you will have two choices, join us, or the ones you've left behind will haunt your mind forever. We are the Freebird, we open your cage for you to be free.*

The TFA is a task force created by Lanimil Corporation to explore The Backrooms, document it, research it and escort anyone they find out of there.

TFA is currently run by the █████████ ever since Lanimil Corp. has found a way to open a gate to The Backrooms.

**T.F.A.**
**Opening Humanity's Cages.**
Joke Entity 1

**ENTITY HAZARD:** *Class 100*
**⯁ Danger Level: 100**
**⯁ Intelligence Level: 10 iq**
**⯁ Frequent Levels: everywhere**

Entity 1 is cock

## Description

   cock is a entity resembling a smiler except they're named cock
they are very dangerous and will kill you if you approach them

you can tame them by feeding them CUM

if you call them a smiler a group of cocks will appear and start chasing you
until you die

cocks are very smart and know how to do shortcuts to kill you, they can also edit our databas- hi
this is cock rghhhhhh its me cock- i mean they know how to edit our database, pretty scary right

cocks are EVERYWHERE, all over the backrooms you are never safe, be careful of cocks with boobs because
they will kill you as soon as you look at them

cocks with boobs are very real and will appear if you search up "backrooms smiler" in google images
Animal Skin

You've gone total primitive

Instinct, just the will to live

Never been there, never been there

But I'll go, I'll go, I'll go

They're so intellectual

Deep thought, psychosexual

Got what they want, got what they want

And they know, they know, they know

I can see it in their eyes

They're coming for you, honey

Painted faces, sharpened knives

Do you think it's funny?

If you dress it up, you'll have to break it in

But you never look better then when you wear your animal skin

I know where you're vulnerable

Wild things can't get comfortable

Quiver and shake, quiver and shake

Oh no, oh no, oh no!

You were being kicked about

Backed up, teeth and claws are out

Covered in blood, covered in blood

Let it flow, let it flow, let it flow

I can see it in their eyes

They're coming for you, honey

Painted faces, sharpened knives

Do you think it's funny?

If you dress it up, you'll have to break it in

But you never look better than when you wear your animal skin

Animal skin, animal skin, animal skin

Animal skin, animal skin, animal skin

They say you're the predator

Somehow killed the messenger

Do it again, do it again

I know, I know, I know

I can see it in their eyes

They're coming for you, honey

Painted faces, sharpened knives

Do you think it's funny?

If you dress it up, you'll have to break it in

But you never look better then when you wear your animal

You never look better then when you wear your animal

You never look better then when you wear your animal skin
Dear Wormwood

*When I was a child*

*I didn't hear a single word you said*

*The things I was afraid of*

*They were all confined beneath my bed*

*But the years have been long*

*And you have taught me well to hide away*

*The things that I believed in*

*You've taught me to call them all escapes*

*I know who you are now*

*I know who you are*

*I know who you are now*

*There before the threshold*

*I saw a brighter world beyond myself*

*And in my hour of weakness*

*You were there to see my courage fail*

*For the years have been long*

*And you have taught me well to sit and wait*

*Planning without acting*

*Steadily becoming what I hate*

*I know who you are now*

*I know who you are*

*I know who you are now*

*I have always known you*

*You have always been there in my mind*

*But now I understand you*

*And I will not be part of your designs*

*I know who I am now*

*And all that you've made of me*

*I know who you are now*

*And I name you my enemy*

*I know who I am now*

*I know who I want to be*

*I want to be more than*

*This devil inside of me*
Stary Gray

**Stary Gray** - pracownik motelu, opiekun Alfiego, bliski współpracownik pani Walter.

## Informacje podstawowe

### Znajomi

* Pani Walter - pracodawca
* Alfie
* Lily - współpracownica
* Jessy - była współpracownica

## W serii

### Pierwsze pojawienie się

Epizod 2

Nie znamy wyglądu Graya.

## Charakter

Stary Gray jest bardzo cichy i nie zdradza po sobie wiele, przez co niektóre dzieci się go boją (jak np. Jessy kiedyś). Jednak w radykalnych przypadkach jest w stanie uciec się do przemocy (jak w przypadku Thomasa).

## Historia

Stary Gray urodził się i wychował w Duskwood.

W pewnym momencie zatrudnił się u panny Walter i jest obecnie jej bliskim współpracownikiem. Po narodzinach Alfiego zaczął się nim opiekować i robi to do teraz.

Plotki głoszą, iż Gray jest ojcem Alfiego, aczkolwiek nie zostało to przez nikogo potwierdzone.
Investigator

You win if all the Traitors are dead or by banishing the Neconomicon.

The Investigator is a Town Role that has the ability to investigate another player to see if they have killed recently. If that player has killed recently, you will receive a message stating that the player you investigated had bloody hands. If a player has killed, they will appear with bloody hands until a meeting is called or a dead body is found. This ability has 5 uses, and has a cooldown of 45 seconds.

## Strategy

As an Investigator, it is a good idea to use your ability on players traveling alone, as players in groups are less likely to have killed. Combining this ability with a Psychic or Rebecca during nighttime can allow you to gauge when to investigate a player. Never investigate anybody who is a confirmed Town member. Instead, target common Traitor claims such as Lookout and Saint, or target quiet players who have not contributed any information during meetings.

Since Investigator is a relatively common Traitor claim, stick together with other Townies during the early game. You should claim Investigator early in the game so that you can gain the Town's trust. Since your ability has 5 uses, you can constantly relay information to the Town, while still staying close to them. If you stay with trusted Town members, then you will have no problems being trusted in meetings.
Level 18

**SURVIVAL DIFFICULTY:** *Class 4*
**⯁ Unsafe**
**⯁ Unstable**
**⯁ Unstable Geometry**
**⯁ Mental Hazard**

Level 18 is the 18th Level of The Backrooms.

## Description

   **Level 18** takes the appereance of a preschool or a daycare, from a memory from when you were 2 to 5 years old. However, in cases where neither are present, it will resemble things such as a childhood bedroom, classroom, or playground. **Level 18** is capable of resurfacing forgotten memories, for example, dead childhood animals can be found, and will often cause the Traveler to enter a deep emotional state, even if they have no memory of the animal. Allergies are suppressed through unknown means.

**Level 18** has been known to be addicting to certain people, and some actively choose to stay on this Level. There is no harm posed in this, and the Level provides all materials required for survival. The Level itself has no threats around and is known to enjoy company.

While it is recommended that Travelers avoid this Level because of the potential for certain triggers to take form and cause mental breakdowns, some brave individuals stay in **Level 18**. However, these individuals come out of the level with an entirely different personality; in some cases, permanent physical alterations can be seen in the brain during scans. But afterwards, they seem to have no memory of being in this Level whatsoever, upon hearing "**Level 18**" they just react with, "Never heard of it before, i have never seen it either."

Taking a photo in **Level 18** has paranormal effects, such as the photo being very grainy and low quality, with colors being unnaturally bright even if the lightning doesnt seem to be as bright.

## Entrances

The only way to enter **Level 18** is by sleeping in a bunker room in Level 17.

## Exits

The way out of this Level is very simple, you can just turn away and leave through the main door, though the Level may not like that and will play tricks inside your head to keep you in it for extended ammounts of time, if you do manage to escape however, you'll be sent to Level 19, with your body dissapearing from Level 17.

« Level 17 | Level 18 | Level 19 »

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

**Credits**

**Close**

Author: Lxnar\_Whrxd

Original Authors: YellowISlol, 1000dumplings

Original Page: Wikidot,Fandom.

Images: Unknown Source.
97 A.A.

**CURRENT LORD PRESIDENT OF AURELIUS: Abigail Thaum**

The following events occurred in **97 A.A.**

## Events

* Rooke's Nightclub is established in Alberich
* Quinn Goldspear's Hunting Party protects shipwreck divers in the waters of Acaus and Lupin comes into possession of a Cyrenian rifle.

previous (96 A.A.)

next (98 A.A.)
50 D.F.

**Queen of the Malvetican Empire**: **Oriane Malvetica**

**KING OF WISTERIA: King Aster "the Angry" Greyrose**

The following events occurred in 50 D.F.

## Events

* Herich Peyton dies of exposure, leaving Peyton Manor to Quintin Peyton.
* Oriane Malvetica travels along the Queen's Road from Castle Malvetica to Minerva to have the Lady Zadme cut,
* A plot by the Chapel of Tempestra to infect Queen Oriane Malvetica with lycanthropy is thwarted (The Empire of the Wolf)
* The Swords of the Lady is founded by Queen Oriane Malvetica with Laurence Malvetica, Wilfried Borewood and Hefna Visna.
* Wilfried Borewood is made a knight of The Malvetican Empire
* Hefna Visna the Goliath is knighted - the first non-human knight of The Malvetican Empire
* Trevor Goldstone becomes the captain of the Queensguard, replacing Davish Grottley who was killed by a Werewolf.

## Deaths

* Herich Peyton
* Farvan-Gow
* Agnes Peyton
* Davish Grottley
* Father Dellient
* The Storm Wolf

previous (51 D.F.)

next (49 D.F.)
JJ and Emily's House

**Emily and JJ's House** is a 6 bedroom, 8 bathroom house in Georgetown, Washington D.C.

## Inhabitants

* Emily Prentiss, from the time of purchase in 2008
* Jennifer Jareau, from the time of purchase in 2008
* Micah Jareau, from age 1 in 2008 to age 17 in 2025
	+ Moved out when he left university
* Millie Jareau, from age 1 in 2008 to age 17 in 2025
	+ Moved out when she left for university
* Spencer Reid, shortly after Emily's "death" in 2011
* William LaMontagne Jr., from time of purchase in 2008 to death in 2012
Functionalistic vs physicalistic brain

functionalistic vs physicalistic brain

Quantum field theory is the closest theory we have to describe nature, and it's continuous.
Also from particle accelerators we know that nature is continuous (loop quantum gravity is wrong or if we use a chart of different sized loops and calculate probabilities amongst different representations, the best we can achieve is an approximation of the natural world).
Any brain is a personhood-yielding computer (see: criteria of personhood, prerequisites for personhood; the brain computer simply has to generate personhood via modes of data processing).
Truly personhooded (not merely philosophical zombies) digital brains are possible (in the afar future).
The human brain is very complicated.
The human brain is physical.
It is impossible to create an exact digital calculational copy, because nature is continuous and different materials create different distances and miniscule behavioural differentiations which affect the processing phases of subroutines.
It is possible to mimic close enough a biological brain with a digital similar; truly personhooded computer–brain, but because the world is made of matter particles which have specific characteristics and because nature is continuous, it is totally impossible to exactly mimic a procedurality with different materials and overall design.
Thus physicalism remains true, and functionalism is still important (close mind clones are achievable with different brain models), but exact clones are unachievable amongst different models and materials in the continuous (non-voxelated) natural world.
20th Aurelian Lord President Election

**The 20th Aurelian Lord President Election** was the 99 A.A. election to decide the fifteenth Lord President of Aurelius.

previous (The 19th Aurelian Lord President Election)

next (The 21st Aurelian Presidential Election)

## Campaigns

### Lionel Cranberry

Lionel Cranberry's Campaign promised radical change braver than any president before him. His policies included:

* The Centennial Currency Reform
* Splitting Emberus into two regions
* Democratise The Mage's Circle
* Merge The Great Library of Minerva and The Bibliodrome into one enormous complex

### Florean Glastoras

Florean Glastoras also had radical but less progressive views. His policies, as ever, included:

* The building of Vamp Camps in order to keep Vampires away and find a cure
* Colonize Kabaw
* Remove voting rights for the unemployed

## Voters

The following is a list of people who are known to have voted in this election:

### Florean Glastoras

* Mirabelle Plum
* Archibald Pendleton
Moonsickness

There's so much to do
I'll never have the wherewithal
To do it all again
Or fucking do it all at all
I love you so much
I don't wanna go but
Everybody knows this place is dying as am I
I might not get another change
It's such a careful dance and
I am such a fuckup if you only knew
That I am such a fuckup
I've got one-hundred hours to rearrange the stars
And I'm the worst mistake that God has ever made
You seem to integrate so fucking well
But I make lemons out of lemonade
Blood clots and death cramps
Injections and leakages
The election cycle and the tide
Aztec circles of the death of all deaths
But the beast refuses to die
In your guts you know it's all destroyed
You could've had a boy
If you had children now you think
You might just put them down
None of us belong
Everything I do is wrong
And soon there will be nobody left around
And in your blood you know what's right
And in your bones you know what's wrong
And in your throat you know you're lying to kids
And you know nobody belongs in this Hell
And there is not a single choice left to make
I am God's worst mistake
And you seem happy on the knife's edge
But I just lick the blade
I've got one-hundred hours to rearrange the stars
And I'm the worst mistake your God has ever made
You seem to integrate so fucking well
But I make lemons out of lemonade
Blood clots and death cramps
Gluts and depressions
The business cycle and the tide
Concentric circles of torture wheels
But the beast refuses to die
Atomistic rational behavior
Invisible hand savior
Fucking up your definitions even though it's life or death
Who fucking told you you were selfish
Or even self-interested
Don't you think it matters when we with our friends the best
And fuck I'm not a Marxist
I'm not a fucking democrat
Because of all this bullshit I'm not anything at all
All I wanted was a framework
None of them can live here
There's nothing to believe in and there won't be until we fall
And it's not all you man
You were just a kid once
God I'm such a fuck up
If you only knew that I am such a fuck up
I've got one-hundred hours to rearrange the stars
And I'm the worst mistake your God has ever made
I can't get the numbers right
I can't fucking count because not one goddamned thing is in its place
Blood clots and death camps
Gluts and depressions
The business cycle and the tide
You fuckers know it's all built on lies
But the beast refuses to die
And so I guess well neither can I
Enigmatic Levels

## Description

Enigmatic Levels are areas in The Backrooms which does not have ordinary properties, giving them unique names and/or numbers. A lot of these Levels were recently discovered, it is theorized there are still many more to be found.

While other "Levels" in this category are not considered Levels at all, or rather, places, they are places outside The Backrooms, some may be a completely different variant of The Backrooms, while some places reside outside The Backrooms, not being categorized as a variant of it at all.

Enigmatic Levels are divided in 7 classes.

**Open Difficulty Classes**

 **Close**

Major Class

* Major Class Enigmatic Levels are uninhabitable, and far too dangerous, or they are very confusing to understand, such as self-censoring, erasing memories of how you got there, and mind altering properties, such as believing as if the Level is safe, but as far we know, this effect can be broken.

Ψ (Psi) Class

* Ψ Class Enigmatic Levels are Levels that are disturbingly good at driving Travelers insane, as the Levels in this Class can induce mind alteration, hallucinations, entity infestations and many more mental hazards.

Ø (N/A) Class

* Ø Class Enigmatic Levels are Levels that are unfit for any kind of class in our charts. There has been one normal Level to get this classification due to how bizarre it was.

♅ (Uranus) Class

* ♅ Class Enigmatic Levels have Reality Bending properties that is only present inside of them, any class of this kind is extremely rare and is not found by normal means, it is very unlikely we will ever come across a ♅ Class Enigmatic Level ever again.

Ω (Omega) Class

* Ω Class Enigmatic Levels can break someone's mind entirely, it is considered very dangerous and it is advised to exit any Level that is inside this kind of chart.

! Class

* ! Class is a chart made for Level ! due to its unique design and event, once you enter this Level you'll be greeted with 10 miles of hallways with Creatures constantly chasing after you.

### Negative Classes

Negative Classes are like the usual Class 1, 2, 3, 4 and 5. But they function the opposite way, instead of classifying how dangerous it is, it is classifying how safe it is.

Class 0 - Completely devoid of Life-Forms, no Recorded Hazards.

Class -1 - Completely devoid of Hostile Life-Forms, no Recorded Hazards, Friendly Life-Forms present.

Class -2 - Completely devoid of Life-Forms, no Recorded Hazards, Constant feeling of peace.

Class -3 - Completely devoid of Life-Forms, no Recorded Hazards.

Class -4 - Completely devoid of Hostile Life-Forms, Secure in every way.

Class -5 - Completely devoid of Hostile Life-Forms, no Recorded Hazards, Constant feeling of peace, Impossible to die.

List of Levels:

* The End

* Level !

* The Promised Land

* Elevator Station

* The In-Between

* The Blue Channel

* The Poolrooms

* DREAMCORE (Unfinished)
Tails Doll

An image of Tails Doll

Tails Doll is a creepypasta, originally made as a playable character in Sonic R. Its scary nature is reflected by Archie Comics, as evidenced in a "Sonic-Grams" where the person answering the letters said he could not mention how Tails Doll would impact the story because he was too scared. They further referenced the creepypastas when Tails Doll revealed its ability to transform into a horrid monster.
Cartoon Cat

Artistic depiction of Cartoon Cat

Cartoon Cat is a fictional monster created by Trevor Henderson. He is a giant feline creature who resembles a 1930s circa cartoon cat, hence the name. Cartoon Cat originated from an image posted online by horror artist Trevor Henderson on August 4, 2018. In the image, it views the inside of an unknown abandoned building, looking at a doorway with a creature resembling a cartoon cat from the 1930s, all black in color, with a rubber hose appearance.
Siren Head

On the right, Siren Head.

Siren Head is a fictional monster created by Trevor Henderson. It is a tall emaciated being with a pair of symbolic sirens where a head would normally go, which are capable of emitting various noises both natural and man-made, including sirens, radio broadcasts, white noise, and human voices. An ambush predator, it always hides in plain sight and sometimes mimics the voices of its past victims to lure any potential prey closer. The creature is one of many monsters in Trevor Henderson's found-footage style art including the cartoon cat, bridge worm, long horse, cartoon dog, and more, and has been the subject of multiple video games, the most popular being a short horror game independently developed by Modus Interactive with the permission of Henderson. The game was originally created in 2018 for a PlayStation-themed Game Jam, and gained an increase in popularity in 2020 after being showcased by various big gaming YouTubers and streamers, including PewDiePie, Markiplier, and Jacksepticeye. Siren Head was also included in a popular *Fallout 4* mod, called *Whispering Hills*. Another game, titled *Sirenhead*, was developed by UndreamedPanic and praised for its visuals and sound design.