recursal/Fanatic-Fandom huggingface dataset:
Shadowlurker

Description:

The Shadowlurker is a menacing and predatory entity that lurks within the depths of the Backrooms. It is an elusive creature with a tall and slender frame, adorned with tattered, dark robes that conceal its true form. Its presence is marked by an eerie darkness that seems to radiate from its very being.

it has black eyes with what looks like a smile. it cuts through the darkness of the Backrooms. It moves with unnatural grace and agility, seamlessly blending into the shadows.

Behavior:

The Shadowlurker is a stealthy and opportunistic predator, preying on wanderers who venture into its domain. It prefers to stalk its victims from the darkness, silently observing their movements and studying their vulnerabilities.

When it deems the moment right, the Shadowlurker strikes with lightning speed, launching itself at its prey with razor-sharp claws and fangs. It aims to incapacitate its victims swiftly, overwhelming them with its agility and strength. Once subdued, the entity feeds on the life force of its prey, leaving behind only a lingering sense of dread.

The Shadowlurker is adept at blending into the shadows, making it difficult to detect or evade. It possesses an uncanny ability to move silently and disappear at will, making it a formidable threat within the Backrooms.

Encountering the Shadowlurker requires heightened awareness, quick reflexes, and a sharp mind. Remaining vigilant and staying away from areas shrouded in darkness can increase your chances of survival.
Level 2

Candidate for rewriteThis page needs a rewrite.Reason:Rewrite of Levels 1 - 3

## DESCRIPTION

Level 2 is on an island which is forever covered in darkness. The entities here are extremely hostile, and will attempt to attack you at any moment they can. You must hide from them at all costs. The small civilisation here has become harsh, and irrational. Because of this, they have become cannibals, and eat any newcomers.

You are being hunted at every moment here. Continue to change your hiding places, or else it is innevitable that they will find you.

## Colonies and Outposts

### The civilisation

The people here have become harsh and numb. They devote they're every waking hour to tracking down and eating any newcomers.

### The entities

The entities in Level 2 have learnt to group together and hunt any humans. Although they do try to attack the civilisation, they have given up on devoting all their time to them.

## Entities

### Hunters

These zombie like creatures hunt down humans. They do not do it to survive or defend theirselves, but only do it for the pleasure of killing someone. They resemble humans, but are much bigger, and look like they have been rotting for years.

## Entrances

Breaking through the barrier of Level 0 will take you here.

## Exits

Managing to escape the island on a boat of some sort will take you to Level 3.
The Whispering Locket

Description:

The Whispering Locket is a peculiar and enigmatic object found within the depths of the Backrooms. It takes the form of an ornate, silver locket adorned with intricate carvings and delicate filigree. The locket's surface appears aged, bearing signs of wear and patina that hint at its long existence within the realm.

When held in one's hand, the Whispering Locket emits a faint, ethereal glow, casting a soft illumination in the dimness of the Backrooms. The locket remains perpetually cool to the touch, creating a calming sensation when grasped.

Properties:

The true nature of the Whispering Locket reveals itself when it is opened. Inside, instead of a conventional picture or memento, resides a swirling vortex of whispers. These whispers, disembodied and ethereal, carry snippets of conversations, distant echoes, and cryptic messages.

Each time the locket is opened, a different set of whispers emerges, as if the voices trapped within are ever-shifting and elusive. The words spoken within the whispers can vary from comforting and cryptic to chilling and foreboding, evoking a range of emotions and responses from those who listen.

Effects:

The whispers emanating from the locket hold a certain mystique and power within the Backrooms. They can offer glimpses of hidden knowledge, provide guidance through treacherous levels, or warn of impending danger. However, deciphering their true meaning and intent requires careful attention and intuition.

As the locket is opened and the whispers grow in intensity, a sense of connection to the fabric of the Backrooms can be felt. The bearer may experience a temporary shift in perception, gaining heightened awareness of their surroundings or briefly glimpsing glimpses of other levels.

Cautionary Note:

While the Whispering Locket offers potential insights, its powers come with a price. Prolonged exposure to the whispers can have unsettling effects on the psyche, causing paranoia, hallucinations, and an unhealthy obsession with unraveling their mysteries. It is essential to exercise caution and moderation when interacting with the locket to avoid succumbing to its allure.

Encountering the Whispering Locket in the Backrooms presents both an opportunity for knowledge and a test of one's resilience. Proceed with curiosity, but be mindful of the risks involved in delving too deeply into its mysterious whispers.
Level ?

Level ? is the ?th level of the Bathrooms.

## Description

Level ? is a vintage arcade that spans 200 square miles. Level ?'s arcades have games from new computers, such as "Fallout 76", and "Cyberpunk 2077". It is unknown how the arcade machines can run these games.

The carpet in this level is very dirty, and has the same dirt like substance as Level 0, like level 0, it is unknown how this substance gets here.

The lighting in this level is broken, and flickers every second. It is advised for epileptic people to not enter this level due to that.

If a person stays on this level for too long, their body starts to contort.

## Colonies and Outposts

### The Gamers

The Gamers are a group of people who, well. Game in this level. They often never leave the level, and well, because of that their appearance is heavily distorted. They are not open to trades.

## Entrances and Exits

### Entrances

* Noclipping into the floor in Level 2
* Getting killed by an entity in Level !

### Exits

* Noclipping through an arcade machine will lead you to Level ?.1
* Dying on this level will lead you to The Bathroom Void
* Punching and breaking an arcade machine on this level will put you back into Level 0
Object 1

## Description

Object 1 is the main source of drink in the bathrooms. It tastes disgusting, but it is one of the most healthy things to be found in the bathrooms. It is often found inside of brown cans, it has a logo on it which says "Water!"

If two object 1s come into contact at the same time, it will become purple and have a sweet and tangy flavour.

Sinks inside of the bathrooms dispense this object.

## Usage

Object 1's main usage is to be used as a drink. But it can also be used as other things, here is a list.

* Entity Repellent
* Healing Product
* Antibiotic

## Locations

* Level 0
* Level 1
* Level 3
* Level ?

This object can mainly be found on these levels, but they are often found in a lot of other levels.

## Variants

### Golden Poop Water

Golden Poop Water is a really good tasting version of Faeces Water.
Level 3

CLASS 5

Level 3 of the Backrooms, known as The Echoing Halls, is a disconcerting and disorienting realm characterized by its vast network of seemingly infinite corridors. This level is known for its uncanny acoustics, where every sound reverberates and echoes, distorting perception and heightening the sense of unease.

**Description**

Upon entering Level 3, you find yourself in a labyrinthine network of dimly lit corridors that stretch in all directions. The walls are made of aged and worn-out bricks or peeling wallpaper, and the floors are covered in faded linoleum or worn carpeting. The lighting is sporadic, with flickering fluorescent lights and occasional patches of darkness.

The air in The Echoing Halls feels stagnant, carrying a musty scent and a palpable sense of tension. The corridors seem to stretch endlessly, with no discernible landmarks or distinguishing features to guide the way. The environment fosters a perpetual feeling of being watched and followed, amplifying the sense of unease..

**Entities**

there are a lot of The Crawling Parasite here. so much that they have a hive here.

**tips**

1. Pay attention to the echoes and reverberations of sounds within the level. While it can be disorienting, sound can also help you identify potential hazards or hidden paths.
2. Be mindful of the sound you create while traversing the level. Excessive noise can attract unwanted attention or cause echoes that may disorient or confuse you further.

**entrances and exits**

**entrances**

letting a wall crush you in Level 2 has a 50% it you will lead you here

**exits**

finding a open vent and trying to close it will lead you to Level 4
Zanzo Bunshin no Jutsu

### Описание

Создание остаточного изображения из чакры, во время движения. Мираж неуправляем, и быстро теряет форму.

## Продвинутый уровень

### Описание

Мираж становится аналогом нематериального клона, и им можно управлять.

(残像分身, *"Техника клона послеобраза"*) —Во время движения, пользователь оставляет за собой мираж собственного тела, созданный из "шлейфа" чакры, который он оставляет за собой. Происходит создание энергетического слепка. Если реакция оппонента ниже скорости пользователя, данный прием может сработать в качестве отвлечения внимания.

## Особенности

* Обычно, мираж неуправляем, и быстро развеивается,но с развитостью умений, возможно повысить его детализацию, и брать под управление, аналогично нематериальному клону.
* Остаточные изображения — это не свидетельство передвижения пользователя со скоростью света или выше!

## Примечания

1. ↑ Техника создания послеобразов встречается во многих вселенных, например в Bleach аналогичная способность называется Хемелос Сонидо, и созданные двойники даже имитировали ранение.

В Hunter x Hunter, аналогичная способность Киллуа называется Эхо Ритма.
Level 3

Level 3 is the fourth level of THE BATHROOMS, and so far is the only known level with sane humans within it.

## DESCRIPTION

This level is a bar. Other people seem to be enjoying their time here, and as far as you know, they are not hostile. Music is quietly playing in the backround, and you smell the scent of beer and fruit. There also seems to be available bathrooms! You go up to the bartender. He tells you life is great here, and the food mysteriously never runs out. He tells you though, no matter what you do, don't open the entrance door. He says weird alien creatures live out there, and the only way they can come in is there. Life seems like it would be quite fine here, or would it...?

## Colonies and Outposts

There isn't any colonies or outposts due to its moderate size.

## Entities

#### THE UNKNOWN

These entities seem to be weird aliens. They are extremely hostile towards humans. They have no face, only a large mouth full of sharp teeth. They walk on all fours and have spikes at the end of their legs. Though, they are not much of a threat inside the bar.
The Dusk Crawler

Description:

The Dusk Crawler is a formidable and relentless hostile entity that lurks within the depths of the Backrooms. It is a creature that embodies darkness and shadows, appearing as a grotesque amalgamation of twisted limbs and elongated features. Its body is hunched and emaciated, covered in mottled, darkened skin that seems to blend seamlessly with the surrounding shadows.

The Dusk Crawler moves with an uncanny agility and speed, its elongated limbs allowing it to skitter across the floors and walls with unsettling grace. Its eyes, glowing with an ominous hue, pierce through the darkness, enabling it to spot even the faintest movements of its prey.

Behavior:

The Dusk Crawler is a relentless predator, hunting down any wanderer who crosses its path within the Backrooms. It possesses heightened senses, able to detect even the slightest sound or vibration, making it difficult for its victims to evade its pursuit.

When it spots its prey, the Dusk Crawler unleashes a ferocious assault, lunging forward with its razor-sharp claws and teeth. It is agile and nimble, able to maneuver effortlessly through narrow corridors and tight spaces, making it a formidable adversary in close-quarters combat.

The Dusk Crawler is relentless in its pursuit, refusing to give up until its prey is captured or neutralized. It tracks its victims with an almost preternatural determination, showing no signs of exhaustion or hesitation.

Survival Tips:

Surviving an encounter with the Dusk Crawler requires utmost caution and resourcefulness. Here are some survival tips:

1. Maintain Silence: Minimize noise and movement to avoid alerting the Dusk Crawler to your presence. The slightest sound can draw its attention and trigger an attack.
2. Light Your Path: Carry a reliable light source to illuminate your surroundings and keep the Dusk Crawler at bay. Be cautious not to rely solely on the light, as it may attract other threats within the Backrooms.
3. Travel in Groups: Strength lies in numbers. Forming a group provides additional protection, enhances vigilance, and improves chances of survival against the Dusk Crawler's relentless pursuit.
4. Plan Escape Routes: Familiarize yourself with the layout of the area to identify potential escape routes and safe hiding spots. Preparing contingencies can increase your chances of evading the Dusk Crawler's relentless pursuit.

Remember, encountering the Dusk Crawler is a formidable challenge within the Backrooms. Stay alert, exploit its weaknesses, and strive to evade or neutralize this relentless and formidable hostile entity.
Level 0

I hit my head on the hard tile. I am confused on where I am. I was just going to the toilet but, now I'm here. Did I no-clip somehow? ~ The Confused Wanderer
Level 0 is the 1st level of the bathrooms.

## Description

Level 0 is a cramped old bathroom, there is a dirt like substance all over the floor. The windows inside of the level are blocked, no attempts of breaking these barricades have been successful. The shower in this level is also blocked off. The lighting in this level comes from an invisible source.

The sound echos in here. It is unknown why the sound stays here for a long time.

The dirt like substance in this level seems too be a combination of human poop, and monkey pee. It is unknown how this is formed in the level.

The toilet in this level doesn't flush, and it has microscopic creatures called "Micro-bugs" inside of it.

A note written says, "There are 12 keys in here. Use the keys...." Nobody knows where to put the keys, and only 1 of the keys fave been found.

I found a key, I can't find all the others though. ~ The Confused Wanderer

## Key locations

1. Behind the mirror. The mirror can be broken easily.

## Entities

I found a tiny bug in the toilet, I'm not touching it though. ~ The Confused Wanderer

### Micro-bugs

Micro-bugs are creatures that are inside of the toilet in Level 0, not much is known about them due to their size.

### Lucky Friend

Lucky Friends are creatures that have a 1 in 10000 chance of appearing in Level 0. You get sent to a safe level if you touch it. (Level E)

## Colonies and Outposts

There are no P.E.D outposts on this level due to it's size, that is the same for colonies.

However, there is a wanderer that happened to stay here for a while, also known as the Confused Wanderer.

## Entrances and Exits

### Entrances

* Noclipping through bathroom floors in the frontrooms.
* Walking backwards in Level 1
* Killing any hazard entities might take you back here.

### Exits

* Breaking through the shower's barricades will lead you to LEVEL 1

I walk into the shower after breaking through, hoping I go free. What I found, well. It wasn't what I was planning. ~ The Confused Wanderer
The Abyssal Stalker

Description:

The Abyssal Stalker is a menacing and predatory entity that lurks in the darkest corners of the Backrooms. It is a creature that embodies fear and shadows, with a sinister and distorted form. Standing at an imposing height, the Abyssal Stalker appears as a hunched figure with elongated limbs and a gaunt, skeletal frame.

Its flesh is pale and mottled, seemingly decayed and disintegrating, revealing sinew and bone. The entity's eyes burn with a malevolent, glowing intensity, casting an eerie light that cuts through the darkness. Its movements are swift and graceful, allowing it to navigate the Backrooms with agility and stealth.

Behavior:

The Abyssal Stalker is a relentless predator, driven by an insatiable hunger for the unwary wanderers who stumble into its domain. It preys upon individuals, hunting them through the labyrinthine halls and chambers of the Backrooms. The entity possesses a heightened sense of smell and hearing, enabling it to track its targets with uncanny precision.

When it encounters its prey, the Abyssal Stalker launches itself with incredible speed, unleashing a ferocious assault. It attacks with razor-sharp claws and teeth, tearing through flesh and bone. The entity revels in the fear and panic of its victims, feeding off their terror as it consumes their life force.

Beware, for the Abyssal Stalker is cunning and relentless. It possesses an uncanny ability to blend into the shadows, making it difficult to detect until it strikes. Those who encounter this hostile entity must exercise extreme caution and do their utmost to avoid drawing its attention.
Level 1

An image of Level 1's shower.

Level 1 is the 2nd level of the bathrooms.

## Description

### Stage 1

Level 1 has the layout of a standard home, and will take the shape of whoever is in this level's home. All windows in this level are blocked off, and breaking them will bring you to Level 642. For some reason, in every room there will be a sink, it is unknown why, but this means that this level is the main source of Object 1.

Unlike the general shape and look of the level, the shower never changes. The shower is the main entrance to stage 2.

### Stage 2

Stage 2 is a cramped shower, it looks like Stage 1's shower but the curtain is a wall. Turning on the shower head will dispense Object 1. There is an entity in Stage 2 known as The Grangler, The Grangler is a hostile entity that will appear now and then, too scare him off you must turn on the shower head, and that will scare him.

The walls in the shower have these instructions painted onto them, it is unknown how it got there. It could've been there in the first place.

## Colonies and Outposts

There are no colonies or outposts on this level.

## Entities

### The Grangler

The Grangler is an entity on stage 2 who will attempt to kill the wanderer, too ward him off you must turn on the shower head.

## Entrances and Exits

### Entrances

* Breaking into the shower on Level 0
* Noclipping into a window on Level 2
* Noclipping through a light on Level 4 will bring you here.
* Noclipping through a blue building on Level 5 will bring you here.

### Exits

* Surviving The Grangler for an hour will bring you too Level 2.
* Breaking through the windows will bring you too Level 642.
The Bathrooms Fanon Wiki

**Welcome to the The Bathrooms Fanon Wiki!**"You wake up, it is 3AM; You really need to pee. You walk towards your bathroom, but you noclip through the floor. You are now in the BATHROOMS. If you hear something, you know for all hell it's heard you too."

## ANNOUNCEMENTS

1. There are not much pages as you think on this wiki. Please contribute.
2. The Announcements have been released!
3. Credits to 'The confused wanderer'!
4. Level 4 has gotten a rewrite.
5. Level 5 has been released!
6. Level 1 has gotten a rewrite.
The Bathroom Void

> I feel horrible here.
>
> -- Random note.

## Description

The Bathroom void is an expansive level. It is completely shrouded in darkness however, only notes can be seen on this level. However, the reason this level is shrouded in darkness is because of broken light fixtures.

## Colonies and Outposts

Due to the nature of this level, there is no known colonies or outposts.

## Entities

There are no known entities on this level.
Religion

1. Solaraism: Solaraism is a prominent religion in Velesia, centered around the worship of the sun goddess, Solara. Followers of Solaraism believe that the sun is a divine entity representing light, warmth, and life. They view Solara as a benevolent deity who brings blessings, fertility, and prosperity to the land. Solaraism emphasizes virtues such as courage, compassion, and harmony with nature. Sun temples, adorned with intricate sun motifs and vibrant stained glass, serve as sacred spaces for rituals, prayers, and communal gatherings. Solaraism often incorporates solar symbolism in its ceremonies and celebrates significant solar events, such as the solstices and equinoxes.
2. Gaia's Embrace: Gaia's Embrace is a nature-centered religion that reveres the earth goddess, Gaia, as the embodiment of nature's power and wisdom. Its followers believe in the interconnectedness of all living beings and the importance of living in harmony with the natural world. Gaia's Embrace emphasizes the sanctity of the land, forests, rivers, and animals, considering them sacred manifestations of Gaia's divine presence. Rituals and ceremonies are often conducted in sacred groves, where worshippers offer prayers, make offerings, and seek guidance. The religion promotes sustainable practices, conservation, and stewardship of the environment, reflecting its belief in the need to protect and honor Gaia's creations.
3. Order of the Seven Stars: The Order of the Seven Stars is a monotheistic religion that worships a pantheon of seven celestial deities, each representing different aspects of life and the universe. The seven deities are associated with virtues such as wisdom, justice, courage, love, beauty, fertility, and strength. The religion teaches that these deities guide and govern different domains of existence and influence mortal affairs. The Order of the Seven Stars places great importance on rituals, ceremonies, and prayers directed towards specific deities, seeking their favor and blessings. Elaborate temples, adorned with celestial symbols and intricate carvings, serve as places of worship and reflection for the faithful.
Level 7

CLASS 5-D

Level 7 of the Backrooms, known as The Mirrored Maze, is a perplexing and disorienting realm that traps wanderers within an intricate labyrinth of mirrors and illusions. It is a level that distorts perception, blurring the boundaries between reality and reflection.

**Description**

Upon entering Level 7, you find yourself surrounded by an endless expanse of tall, polished mirrors. The mirrors stretch in every direction, creating a bewildering maze that reflects back multiple versions of yourself and the environment. The reflections seem to shift and warp, creating a sense of perpetual movement and confusion.

The Mirrored Maze is a realm of illusions and distorted spaces. Corridors appear to stretch endlessly, leading to dead ends that reflect back upon themselves. The reflections can deceive, leading wanderers astray or disorienting them in a bewildering loop. The level's ever-changing nature adds to the challenge of finding a way out. The mirrors within The Mirrored Maze can produce a variety of illusions and distortions. They may reflect different versions of reality, create false paths, or even project the images of other entities or objects. It becomes difficult to discern between what is real and what is merely a reflection.

**Entities**

none

**tips**

1. Trust Your Instincts: Rely on your intuition and gut feelings to guide you through the maze. Your perception may be distorted, but your instincts can help you discern the true path amidst the illusions.
2. Stay Centered: As you explore, try to maintain a sense of direction by focusing on the center of the maze. By keeping a central reference point in mind, you can reduce disorientation and navigate more effectively.

**entrances and exits**

**entrances**

following the water in Level 6 for 3 hours will lead you here

**exits**

breaking 10 cracked mirrors and cracked mirrors are rare. and that will lead you to level 8
Party player

Description:

The Party Players are a group of malevolent and sadistic entities that haunt the depths of the Backrooms. They appear as grotesque, distorted figures with a nightmarish combination of human and puppet-like features. Their bodies are twisted and elongated, covered in faded party attire that is torn and stained.

Each Party Player possesses a twisted, grinning mask that obscures their faces, giving them an eerie and unsettling appearance. Their eyes glow with a malevolent light, and their mouths are filled with sharp, jagged teeth. They move with an uncanny, jerking motion, as if controlled by unseen puppet strings.

Behavior:

The Party Players derive pleasure from inflicting fear and tormenting those who stumble upon them in the Backrooms. They revel in chaos and engage in sadistic games with their victims. Their eerie laughter fills the air, echoing through the corridors as they chase their prey with relentless determination.

When encountered, the Party Players unleash a frenzy of unpredictable and aggressive attacks. They lunge at their victims with surprising speed, using their sharp claws and teeth to inflict deep wounds. They delight in the terror and despair of their prey, drawing out the suffering for as long as possible.

What makes the Party Players particularly insidious is their ability to mimic familiar voices and sounds. They taunt their victims by imitating loved ones or echoing haunting melodies, further disorienting and mentally tormenting those who cross their path.

Surviving an encounter with the Party Players requires quick thinking, resourcefulness, and a strong will to resist their psychological manipulation. It is advised to avoid engaging with them whenever possible and to seek escape routes or hide in locations where their twisted games have less influence.
Level 1

CLASS 2

Level 1 of the Backrooms, known as The Forgotten Foyer, is the initial stage of the unsettling and enigmatic alternate reality.

**Description**

Upon entering Level 1, you find yourself standing in a vast, dilapidated foyer that appears to be a forgotten and neglected entryway. The space is dimly lit, with flickering fluorescent lights casting long shadows along the peeling wallpaper and scuffed wooden floors. The air is stagnant, carrying a musty scent that hints at the passage of time.

The walls are adorned with faded wallpaper, now tattered and peeling, revealing glimpses of the decaying structure beneath. The ceiling is high, giving the foyer an expansive and hollow atmosphere. Dust particles dance in the dim light, creating an ethereal ambiance.

**Entities**

and people have been seeing The Abyssal Stalker hiding in the dark parts of the level.

**tips**

1. Choose Doorways Carefully: Be cautious when selecting a doorway to enter. Remember that they can lead to unpredictable locations within the Backrooms. It is wise to mark the doorways you have used to avoid getting lost
2. Remain Alert: Stay vigilant and listen for any sounds or movements. Be aware of the flickering lights, as they may precede a shift in the level or the presence of entities.

**entrances and exits**

**entrances**

1. finding a door on Level 0 will lead you here

**exits**

1. finding a hole full of water and jumping into it will lead you to Level 2
2. finding a hole full of blood and jumping into it will lead you to HELL.
Level 0

CLASS 0

Level 0 of the Backrooms is the introductory level of an unsettling and mysterious alternate reality known as the Backrooms. It is characterized by its vast, monotonous, and seemingly infinite network of empty rooms and hallways. Level 0 serves as a starting point for those who accidentally stumble into the Backrooms.

**description**

Level 0 appears as an endless labyrinth of dimly lit hallways and rooms. The environment is consistent throughout, consisting of plain, faded yellow walls and dull, worn-out carpeting. The lighting is typically dim, often flickering or occasionally completely non-functional.

The level lacks any distinguishable landmarks or unique features, making navigation challenging and disorienting. There are no windows here. and the hallways seem to stretch on indefinitely. Despite its appearance, Level 0 can induce feelings of unease and dread in those who find themselves trapped within it.

**Entities**

none

**tips**

1. Maintain a Light Source: Carry a reliable light source such as a flashlight to combat the darkness. It can help you navigate and potentially ward off certain entities.
2. Move Purposefully: Avoid aimless wandering and try to maintain a sense of direction. While exploration is necessary, moving with intent reduces the chances of getting stuck or encountering dangerous entities.

**entrances and exits**

**entrances**

1. falling into the backrooms is the only way to enter

**exits**

1. find a door and opening it will lead you to Level 1
2. finding a yellow door will lead you to Level 0.1
Level 2

CLASS 4

Level 2 of the Backrooms, known as The Veiled Maze, is a disorienting and perplexing realm that presents a labyrinthine network of corridors and obscured passages. This level is characterized by its deceptive nature, making navigation a daunting challenge for those who find themselves trapped within its confines.

**Description**

Upon entering Level 2, you find yourself in a sprawling maze-like structure composed of narrow corridors and interconnected rooms. The walls are covered in a tattered, faded wallpaper that peels away to reveal the decaying structure beneath. The lighting is dim and flickering, casting long shadows that dance along the twisted pathways.

The air in The Veiled Maze is thick with an unidentifiable scent, reminiscent of mildew and decay. Sounds echo throughout the level, bouncing off the walls and creating an eerie cacophony that reverberates within the corridors. The atmosphere is laden with an oppressive feeling of confinement and an overwhelming sense of being watched. The layout of The Veiled Maze is in a constant state of flux. Walls subtly shift and change positions, altering the paths and entrances within the level. Familiar routes can suddenly lead to dead ends, and previously sealed pathways may open unexpectedly.

**Entities**

sometimes when walls move you can see a Shadowlurker. if you do see one. run to a wall that is going to move. you can tell when the wall is blue.

**Tips**

1.Mark Your Path: Use chalk, string, or any other non-permanent method to mark your path as you navigate The Veiled Maze. This will help you retrace your steps and avoid becoming lost in the ever-shifting corridors.

2.Observe Carefully: Be observant of your surroundings, searching for subtle changes or signs that may indicate shifting walls or hidden passages. Scrutinize the architecture and look for inconsistencies that may lead to concealed exits.

**entrances and exits**

**entrances**

finding a hole in Level 1 full of water and jumping into it

**exits**

letting a wall crush has a 50% you will lead you to Level 3. if not you will go back to level Level 1
Help.

*I, find myself within... well I don't even know. since I unwittingly stumbled into this unsettling labyrinthine dimension. I feel compelled to document my experiences here, in the hopes that it may serve as a warning or guidance for others who may find themselves trapped in this surreal realm.*

 *this place is a disorienting and ever-shifting maze, devoid of any recognizable landmarks or sense of time. The air carries a stale scent, and the constant humming of flickering lights serves as a haunting soundtrack to my existence here. Shadows dance and contort in unsettling ways, heightening the perpetual sense of unease that permeates this place.*

*Navigating here has proven to be an arduous task. Corridors stretch endlessly, leading to dead ends or curving back upon themselves. It is as if the very architecture of this dimension is designed to confound and entrap those who wander aimlessly. Each step I take is accompanied by a nagging feeling of being watched, and whispers echo through the corridors, though their source remains elusive.*

*Encounters with hostile entities have been frequent and harrowing. From the lurking shadows to the relentless predators, survival is a constant battle of wits and resourcefulness. The hostile entities that inhabit this realm display a malevolence that seems to feed off the fear and desperation of their prey. Evading them requires vigilance, quick thinking, and a willingness to delve into the depths of my own courage.*

*Time seems to lose all meaning within the this place. as days blend into nights and moments blur together. Loneliness settles like a heavy fog, and the absence of familiar faces and the comforts of the outside world weigh upon my spirit. Yet, there is a glimmer of hope that propels me forward—a determination to find an escape, to return to the embrace of reality.*

*To those who may read this note, whether fellow wanderers I offer this advice: stay vigilant, trust your instincts.*

*May we all find our way back to the world we once knew, and may this testament serve as a reminder that hope endures even in the darkest of places.*

*date:2011*
The Prism of Shifting Hues

Description:

The Prism of Shifting Hues is a captivating and bewildering object found within the depths of the Backrooms. It takes the form of a small, crystalline prism, shimmering with an array of vibrant and ever-changing colors. Its facets reflect and refract the ambient light, creating a mesmerizing display of hues that dance and shift in a hypnotic manner.

The Prism of Shifting Hues appears to be made of an otherworldly material, its surface smooth and flawless. As one gazes into its depths, an almost tangible aura of mystery and fascination emanates from within, drawing the attention and curiosity of those who encounter it.

Properties:

When held in one's hand, the Prism of Shifting Hues emanates a gentle, ethereal glow that illuminates its surroundings. The colors it radiates have an almost soothing effect, imbuing the area with a sense of calm and tranquility.

However, the true power of the prism lies in its ability to manipulate light and perception. As one rotates or tilts the object, the colors and patterns within the prism shift and transform, casting an enchanting play of light and shadow. It can create illusions, distort reality, and alter the perception of the surrounding environment.

Effects:

The Prism of Shifting Hues has a subtle influence on the Backrooms, affecting those who interact with it. When light passes through its facets, it can enhance or diminish the visibility of certain elements, making hidden objects or pathways more apparent or concealed.

Moreover, prolonged exposure to the prism's mesmerizing display can induce a sense of tranquility and detachment from the disorienting nature of the Backrooms. It provides a temporary respite from the anxiety and unease that often accompany exploration within this enigmatic realm.

Cautionary Note:

While the Prism of Shifting Hues may offer a temporary sense of solace, it is essential to approach it with caution. The prism's manipulative properties can distort perception and lead wanderers astray, potentially luring them into dangerous or treacherous areas.

Over-reliance on the prism's illusions can also hinder one's ability to navigate the Backrooms effectively. Relying solely on its effects may create a false sense of security, making it difficult to discern genuine threats or locate essential resources.

Encountering the Prism of Shifting Hues presents both an opportunity for respite and a challenge of discernment. Use its enchanting properties wisely, as a tool to aid in exploration while remaining vigilant and aware of the potential pitfalls of its illusions.
Level 4

CLASS 1

Level 4 of the Backrooms, known as The Labyrinthine Archives, is a perplexing and intricate realm characterized by an immense collection of forgotten knowledge.

**Description**

This level is an expansive maze of endless corridors lined with towering bookshelves, filled with countless volumes, scrolls, and manuscripts.

Upon entering Level 4, you find yourself surrounded by an overwhelming sense of academia and history. The air is tinged with the scent of aged paper and ink, carrying the weight of forgotten stories and lost wisdom. The lighting is dim, with flickering lamps and the occasional beam of sunlight that filters through dusty windows.

The Labyrinthine Archives seem to stretch infinitely in all directions, with row upon row of bookshelves reaching towards unseen heights. The vast expanse of knowledge within this level creates an atmosphere of both awe and trepidation, as if the very walls whisper secrets and the echoes of forgotten voices.

**Entities**

Among the countless volumes in The Labyrinthine Archives, some books exhibit peculiar behavior. These "living books" have the ability to rearrange their contents, change their covers, or even whisper cryptic messages to those who come near. Interacting with these books can yield valuable information or lead to unexpected consequences.

**tips**

1. Interact with Caution: Approach the living books with care, as they hold valuable knowledge but may also carry hidden dangers. Take time to observe and listen before engaging with them.
2. Trust Your Intuition: When faced with whispers or cryptic messages, trust your instincts and exercise critical thinking. Not all knowledge within Level 4 is trustworthy, and discernment is key to separating truth from deception.

**entrances and exits**

**entrances**

finding a open vent in Level 3 will lead you here

**exits**

finding a rainbow book and reading it fully will lead you to Level 5
Range

# Дальность техник

* **На себя:** техника расположена на теле пользователя
* **Близко:** до 5 м от пользователя
* **Средне:** до 10 м от пользователя
* **Далеко:** более 10 м

## Возможности увеличения

Достаточно сильный пользователь способен увеличить радиус действия техники по умолчанию. Так же, может играть роль развитость умений.

## Примечания

1. ↑ Например, неопытный обладатель Шарингана способен накладывать иллюзии лишь вблизи себя. Учиха Итачи же был способен атаковать, за пределами действия сенсоров.
Level 5

CLASS 3

Level 5 of the Backrooms, known as The Forgotten Gallery, is a haunting and surreal realm that immerses wanderers in an ever-shifting maze of art and abstraction. This level is an enigmatic fusion of an art gallery and a labyrinth, where reality and imagination intertwine in unsettling ways.

**Description**

Upon entering Level 5, you find yourself surrounded by a vast expanse of walls adorned with paintings, sculptures, and installations. The artworks range from mesmerizing masterpieces to bizarre and unsettling creations. The gallery is filled with an eerie stillness, as if the art itself holds its breath, waiting to reveal its secrets.

As you venture deeper into The Forgotten Gallery, the environment becomes increasingly disorienting. The walls seem to shift and morph, altering the arrangement of the artwork. Paintings may come to life, sculptures may change form, and the overall layout of the level can transform, leading to a perpetual sense of confusion and uncertainty. The Forgotten Gallery possess an otherworldly presence. Paintings may exhibit subtle movements or shifting perspectives, while sculptures may emit eerie sounds or seem to breathe. Interacting with these artworks can have unpredictable consequences.

**Entities**

people have been seeing paintings of the The Dusk Crawler and then it coming out painting and chasing them.

**tips**

1. Observe Carefully: Take your time to study the artworks and their surroundings. Pay attention to the details, as they may hold clues or offer insights into the shifting nature of the level.
2. Document and Sketch: Keep a journal or sketchbook to record your observations and discoveries within The Forgotten Gallery. Documenting the artworks, their movements, and any significant encounters can help piece together patterns and navigate the level more effectively.

**entrances and exits**

**entrances**

reading a rainbow book in Level 4

**exits**

jumping into a painting that looks Level 6
Level 0.1

CLASS 4

Level 0.1, also known as The Desolate Abyss, is an unsafe and unsettling extension of Level 0 in the Backrooms. It is a twisted variation of the supposed "safe" haven of Level 0, plunging wanderers into a nightmarish environment that defies the expectations of security.

**Description**

Upon entering Level 0.1, one is immediately struck by a profound sense of foreboding. The familiar fluorescent lights that provided a semblance of comfort in Level 0 flicker ominously, casting long shadows that seem to stretch and contort with a sinister intent. The walls, once pristine and sterile, the walls are white and yellow and marred with ominous symbols and faded messages that hint at a deeper malevolence.

The air is thick and suffocating, heavy with an acrid scent that stings the nostrils. The temperature is noticeably colder, causing an uncomfortable chill to seep into the bones. Every footstep echoes throughout the desolate corridors, amplifying the feeling of isolation and despair.

**Entities**

the Shadowlurker hides in the dark parts of the level. like in Level 1. and sometimes Party players

**tips**

1. Proceed Cautiously: Move with caution through the twisted corridors, constantly assessing your surroundings. Be prepared for sudden shifts and dead ends, and remain alert for lurking entities.
2. Mark Your Path: Leave clear and distinctive markings as you explore. These markings will help you retrace your steps and avoid endlessly circling through the labyrinthine corridors.

**entrances and exits**

**entrances**

1. finding a yellow door in Level 0 will lead you here

**exits**

finding a brown door will lead you back to Level 0
Jiongu: Sen'i saibai

(地怨虞: 繊維栽培, *"Ужас земли: выращивание волокна"*) — пользователь Джионгу, используя чакру, удлиняет уже существующие нити.

## Особенности

* Так как в основе лежит реальная материя, удлинение нити так же будет реальными. Его невозможно поглотить. В этом плане техника напоминает дзюцу контроля волос.
* Возможно удлинять как нити,соединенные с телом, так и отторгнутые, при условии что в них достаточно чакры.
The Crawling Parasite

description:

The Crawling Parasite is a menacing and parasitic entity that skitters through the corridors of the Backrooms. Resembling a grotesque hybrid of insect and crustacean, it possesses a segmented body covered in chitinous armor, with sharp spines protruding from its back. Its most distinctive feature is a pair of elongated, razor-sharp claws at the front, resembling menacing pincers.

The Crawling Parasite's head is small in proportion to its body, with multiple beady eyes that gleam with an unsettling intelligence. It moves with unsettling speed and agility, scuttling along the floors and walls, seeking out unsuspecting wanderers to latch onto.

Behavior:

The Crawling Parasite is a relentless hunter and seeks to attach itself to the heads of its victims, much like a head crab. When it detects the presence of a potential host, it launches itself with surprising speed, aiming to latch onto the victim's head using its sharp claws.

Once attached, the parasite exerts control over its host, subverting their will and transforming them into a mindless servant. The host's body is twisted and contorted, becoming a vessel for the Crawling Parasite's bidding. The parasite feeds off the life force of the host, draining their vitality over time.

The Crawling Parasite is not easily shaken off once attached. Its grip is strong, and attempts to remove it forcefully can result in injury to the host. It is imperative to deal with the parasite swiftly and efficiently to prevent further harm.

Encountering the Crawling Parasite requires vigilance and quick reflexes. Identifying and eliminating the entity before it can attach itself is crucial for survival. Beware of its lightning-fast movements and the infectious nature of its presence.
Henge no Jutsu

(変化の術,*"Техника превращения"*)— в манге под этим названием скрывается две разных по сложности техники. К сожалению, автор явно их не различает, так что расширенный канон Вики берет на себя смелость сделать это за него.

## Камуфляж

Простейшая техника E ранга, создающая камуфляж из чакры поверх объекта.

## Создание поддельного тела

Пространственно-временная техника С ранга, временно вытесняющая истинное тело в личный мир пользователя.
Millennium Вики

**Добро пожаловать на Millennium Вики!**
Вики предназначена для анкет турнира Millennium

Это онлайн-энциклопедия о **Millennium Вики**, куда любой участник может внести свой вклад. Мы рады каждому участнику! Просто нажмите «Править» в верхней части любой страницы или «Создать страницу» в меню рядом со счётчиком статей.

## Описание

*Основатели*, расскажите подробно о теме вашей вики и посетите кабинет администратора, чтобы увидеть больше советов о вики.

## Навигация

PlaceholderСтатья о теме викиPlaceholderСтатья о главном персонажеPlaceholderСтатья о главном антагонистеPlaceholderСтатья о первой серии/игровой миссииPlaceholderМесто действия темы викиPlaceholderСтатья о ключевом событииPlaceholderВажная статья

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Посетите Вики Сообщества и задайте любой вопрос на форуме.
Jiongu: Sen'i seigyo

### Описание

Пользователь Джионгу свободно управляет движениями каждой из нитей, при помощи чакры.

### Ранг техники

B

(地怨虞 :繊維制御, "Ужас земли: контроль волокна") — пользователь Джионгу свободно управляет движениями каждой из нитей, при помощи чакры.

## Особенности

* Если нити присоединены к телу пользователя, возможно держать их на весу, подобно щупальцам. При этом они будут обладать силой пользователя.
* Возможно отсоединить фрагмент нити.
* Нитью возможно управлять и вне тела, при условии что в ней есть чакра.
Bunshin no Jutsu

(分身の術, *"Техника клонирования"*) — создание из чакры нематериального клона, не являющегося самостоятельным существом, и не способного на техники. Двойник является обычным бесплотным миражом, не имеющим прочности, и развеивается при контакте с чем-либо. Движениями управляет оригинал, через клона невозможно получать информацию об окружающей обстановке.

## Особенности

* Клон способен отделять от себя фрагменты, в том числе бросать иллюзорное снаряжение, извлекать меч из ножен,и тд. Они не способны нанести урон, и будут играть лишь отвлекающую роль. Подобное возможно в радиусе действия техник создателя клона.
* Клон легко распознается, так как обладает малой плотностью, и по сути всего лишь эфемерный сгусток чакры с измененной формой. Он не воздействует на физический мир, не отбрасывает тени, не мнет траву и т. д.
* Клон не способен проходить сквозь предметы или препятствия. При контакте с ними он просто развеется.