recursal/Fanatic-Fandom huggingface dataset:
CLG Dream logos Wiki

**GoAnimate/Vyond**: Vyond Pictures, Vyond Television, Vyond GoAnimations, Garfield Pictures, Meow Mix Pictures (Logo Variations), Meow Mix TV, Meow Mix Animation (Logo Variations)
**Scratch**: Scratch Pictures, Scratch TV, AstroblastFan5, AstroblastFan5 Pictures, AstroblastFan5 Animation, Boogie Pictures, Heffalump Pictures, Heffalump Television, 20th Century Fat

Errorless: Errorless Pictures, Errorless Pictures Animation, Errorless Pictures Television, Pinkie Pie Pictures, Twispark Pictures

LuckySB: TBA

Numbermedia: Crossover Films
Smarty

**James Cools**, nicknamed **Smarty**, is a detective of the Virtua City Police Department's 2nd Branch Special Investigation Division. He is one of the main protagonists of the *Virtua Cop* series. He is a character on the 2P side.

In contrast to Rage, he is a smart detective with a calm judgment. Along with his clear mind, he is Rage's supportive companion and always wears lock-on goggles.

He is actually the son of a wealthy family, but due to his strong sense of justice, he overcame the opposition of those around him and became a detective himself. He is quite the playboy and is popular with women.

At first glance, he looks like a yes man, but his gun shooting skills are undeniable. His prowess is second to none in the 2nd Precinct.
Meow Mix Animation

### (2004-2022)

Logo: Everything is the same as the 2004-2022 "Meow Mix Pictures" logo, but it's animated and inplace of "Pictures", is "Animation".

Variants:

* The logo would change depending on the changes on the Pictures logo throughout the years.
* Starting in 2016, new animation would be used by Koopa Troopa Animation. Some changes are used as well like the camera being still until the cat sings when it zooms to it's original place and having a custom font on all the text.
* Sometimes, the movies are known to make Logo Variations.

FX/SFX: Great attempt to reanimate the pictures counterpart by GoAnimate. The 2016 version was animated by Koopa Troopa Animation.

Music/Sounds: Same as the Meow Mix Pictures logo, but the Meow sounds are a different voice.

Music/Sounds Variant: In the 2016 version, the original logo's audio is used.

### 2022-present

Logo: After the Meow Mix Pictures logo plays as normal, the logo flashes as the cat starts floating, and is bought to a vortex portal (looking like the DiC's 1983 logo background), and then the cat curls up to a ball and unfolds, turning animated. Then, the Meow Mix logo pops up, hitting the cat and the background turns white. "Animation" fades in also in blue. The background then fades to yellow.
Level 82

**Level 82: "Empty"**

**SURVIVAL DIFFICULTY:** *Class Ø*
**⯁ Safe**
**⯁ ~~Non-Existent~~**
**⯁ Normal Geometry**
**⯁ Devoid of Hazards**

**Level 82** ~~does not exist~~ is the 82nd level of the Backrooms.

## Description

**Level 82** is ~~impossible to document, as it does not exist~~ a level which is a superposition; it both exists, and does not exist, at the same time.

From what the image entails, we can assume that **Level 82** resembles the dimension “Nowhere”, which originated from an episode of popular animated series *Spongebob Squarepants*. For further elaboration; **Level 82** consists of an empty white abyss, with several different-colored square panels on what is assumed to be **Level 82**’s floor and ceiling.

Every sound in **Level 82** emits an echo, and becomes louder than it’s original volume. Wanderers will also mostly experience near-complete silence in **Level 82**, apart from said sounds, and strange voices saying “Alone”.

Besides these, there is nothing in **Level 82**; nothing physical, no sightings of any form of life, just you walking forever in this white abyss.

## Entrances

~~There is no way to enter this level, as it does not exist. All entrances to **Level 82** lead to Level 83 instead~~ There is no known way to access **Level 82** besides no-clipping, which has a small chance of leading one to **Level 82**. As one attempts to no-clip more, or succeeds in no-clipping more, your chances of entering **Level 82** goes up by 1.95%.

## Exits

~~There is no way to leave this level, as it does not exist~~ There is currently no known exit from **Level 82**.

« Level 81 | Level 82 | Level 83 »

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

**Credits**

**Close**

Author: NightmareFreddybear

Heavily inspired by the Wikidot Level 703!

Images: Taken from a post here.
Psychic

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

The Psychic is a Town role that has the ability to see when a player dies anywhere on the map. The name of the player will be given to the Psychic as soon as that player dies.

## Strategy

As a Psychic, you are the most useful to the rest of the Town when you are constantly giving out information about players dying. This is much easier to achieve in the Voice Chat mode, because proximity chat allows the Psychic to notify other Townies as soon as someone is killed. You are also useful during meetings, as your knowledge of when players were killed throughout a round can prove useful to rat out Traitors that are suspicious. Working together with a Tracker or Coroner can allow the Tracker/Coroner to use their ability optimally, as you can tell them when someone dies, allowing you both to search for the body.

Be careful though, as being over-talkative can make you a target to the Traitors, so stick close to the rest of the Town. Sticking close to confirmed Townies can help you get confirmed, as some Traitors will try to claim Psychic due to how easy it is to fake.
Level 96

**Level 96: "The Partyhouse"**

**SURVIVAL DIFFICULTY:** *Class 0*
**⯁ Safe**
**⯁ Stable**
**⯁ Normal Geometry**
**⯁ No Recorded Hazards**

Level 96 Is The 96th Level of the Backrooms.

## Description

    The Level is a Toy Store, that contains toys from different eras in different sections of the store. The known toys the store has are from 1910 - 2010, from Dolls to Rubik's Cubes and Legos.
Each Toy has it's own anomalous property, such as, Toy cars that aren't played with, they'll drive themselves and get under the Traveler's feet, making them Slip.

Although most of them usually don't have any anomalouos properties. The building is constantly playing cartoonish music, and the Computers spread throught the Level usually have a glitter effect all over its layout, with happy faces in the wallpaper, with bright colors such as: pink and blue.

    The floor has a pattern with Blue tiles and Pale orange, the walls are usually Red And Yellow concrete, with Drawings over them every few rooms. The Level also has some Diner Areas where there is alot of Candy, and other consumables from the 90's and 2000's, Such as Bubblegum, Soda and Sushi. And things including Popsicles.

The Level also has a Playground with an giant Ballpit, which size is estimated to be 100 Km and is 10 meters deep, It has slides and structures that you would find in a Playground. Many old dolls and broken toys have been found at the bottom of the Playground, as if someone came here before you, but that is not possible, since upon entering the Level, you are completetly separated from whatever group you came with.

## Entrances

To Enter the Level, Entering an Toystore in Level 11 will get you here.

The normal way to enter **Level 96** is through Level 95's elevator, by taking the elevator and going to Floor 631, which may take some hours, meanwhile some calming music will be playing, it is recommended to bring supplies to preserve energy.

## Exits

Noclip inside a computer displaying one of Level 94's hills to get there. If you have a Rubik's Cube in hand while exiting this way, you'll be sent to Level 100 instead.

The last exit of **Level 96** is by No-Clipping through the floor by diving from one of the slides.

« Level 95 | Level 96 | Level 97 »

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

**Credits**

**Close**

Author: ThePaglue

Images: Unknown Source.
Dead Body

## Overview

When a player is killed during the roaming phase, their body drops to the ground wherever the player was standing. Dead bodies will stay throughout the course of the round, until a meeting is called or if any dead bodies get reported. After a meeting concludes, all dead bodies from the previous roaming phase disappear.

## Reporting Dead Bodies

When a player encounters a dead body, they can report it using the default keybind "E", or by clicking the icon on the bottom right-hand corner. Upon doing so, an animation plays for every single player in the lobby, depicting the player who reported the body stumbling upon said body. Then a meeting begins. The person who reported the body or called the meeting will have a bell icon next to their name for the duration of the meeting.

The host of the lobby can determine whether or not the location of every single dead body is announced or not, and whether or not to show the role of the killer or the role of the dead player.

## Interacting with Dead Bodies

There are 3 roles that interact with dead bodies. The Tracker and the Coroner can both investigate the body to determine who the killer is. The Tracker can summon a dog to catch the killer's scent and track them down. This dog will head in the direction of the killer, allowing the Tracker to find them. The Coroner can autopsy a body, thereby allowing the Coroner to check players individually to see if they killed it. The Arsonist can remove dead bodies by burning them, causing them to be removed after a delay. Players who report the body while it is still burning will cause them to report a pile of ash instead, revealing that there is an Arsonist in the game.

If there is a Tracker or Coroner in your game, then players will usually advocate to refrain from reporting bodies, so that these roles are able to use their abilities.
King

### Description

Use your ability button to knight the highlighted player causing their votes to count for one more.
Work with the other Town members to rid the town of evil.

You win if all the Traitors are dead or by banishing the Necronomicon

The King is a Town role who has the ability to Knight a player. The knighted player will have an icon above their head and during meetings, and their votes will count for 2, similar to the Mayor.

## Strategy

Upon knighting a player, the Knighted player will get notified instantly. This means that the person who was knighted can 100% confirm the King.

As a King, choose either a confirmed Town member, a Mayor, or anyone else who you may think is innocent. It is best to knight somebody in privacy, so the person who was knighted will know exactly who knighted them.

Due to how easy it is to confirm a King, Traitors will very rarely claim King. This means that it is best not to reveal your own role until you absolutely need to, as the Town will not suspect a King claim.
The Unofficial Traitors in Salem Wiki

**Welcome to The Unofficial Traitors in Salem Wiki!**
An Unofficial wiki for the deception game Traitors in Salem, which was developed by BlankMediaGames. Feel free to Contribute to the Wiki!

Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started! We Thank you for your Support!

**Essential Pages**

* Basics
* Game Mechanics

RolesThe MapGameplay

QuestsMeetings

## Pages that Need to be made ASAP!

Coroner

Gameplay

Quests

Skins

The Town

The Traitors

Necronomicon

Day/Night Cycle
Arsonist

Use your immolate ability to burn corpses causing them to disappear after a short delay.

You win when all the Town members have died!

The Arsonist is a Traitor Role that allows players to burn dead bodies when nearby. This is most useful on players whom you have just killed, as you can hide your own evidence. Once activated, the ability takes 5 seconds to fully burn the body. If reported during the burning, the body will appear as a pile of ash in the reporting animation. The ability has a 30 Second cooldown and can be used an infinite amount of times.

## Strategy

The act of burning a body is very powerful, as it prevents the Town from gaining any information from your kill. For example, the Coroner and Tracker cannot use the body to find you as the killer, meaning it is much easier to survive as an Arsonist without getting caught.

When playing Arsonist, do not kill in very open or risky spots, as 5 seconds is still enough time for a Town member to find the body and report it. Even if the town does not know who killed it, the knowledge of an Arsonist in the game is not something you want. If it is nighttime, Rebecca the Ghost will spawn in the Graveyard. She displays all dead players, and if a player is burned the name will not be removed. Players who cannot find the burned player anywhere and will instantly know an Arsonist is in the game, which is very crucial information for the Town.
Janet Marshall

**Janet Marshall** is a detective of the Virtua City Police Department's 2nd Branch Special Investigation Division. She is one of the main protagonists of *Virtua Cop 2* and *3*.

An expert criminal psychoanalyst, Janet can be selected as a player character in the second game, but is unplayable in the third game.

Before Janet joined the VCPD, she had a colleague, Nick Anderson, when she was a profiler, but she lost him in an incident. Because she was attracted to him, she had a stubborn side, and she was worried about Rage, who was as pushy as Nick, and sometimes confronted him.
Medium

### Description

For a short time after being killed during the roaming phase you may reveal a player's role to everyone. You cannot reveal the role of your killer.
Work with the other Town members to rid the town of evil.

You win if all the Traitors are dead or by banishing the Necronomicon

The Medium is a Town role that has the ability to reveal a player's role once the medium is killed. The Medium gets 30 seconds to use their ability on somebody when they are killed, and cannot reveal their own killer. Meetings do not count towards this timer. The Medium does not have any abilities when alive.

## Strategy

As a medium, either claim at the start of the game or don't claim until necessary. By claiming at the start, you ease suspicion but decrease the chance of the traitors killing you, making you useless. By not claiming, you arise suspicion from other town members who may think you are a traitor. Since the medium is impossible to confirm, the town will have no problems lynching a medium claim. To help counteract this, do Quests in hope of getting the Madam Martha task which will reveal your role.

If there are multiple mediums that die within a short time, the two mediums can communicate and rat out both of their killers'. If each medium tells the other medium who their killer was, they can reveal each other's killers, which works around mediums not being able to reveal their own killers.

If there is not another medium, reveal a player you may think is suspicious, and if the town asks for you to reveal a specific person, do it unless they are your killer. In fact, the town could figure out your killer by asking you to reveal one of two players. For example, "reveal Plaguebearer but if they are your killer reveal Warlock". If you reveal Warlock, the town will know Warlock's role, and will know that the Plaguebearer is an evil role.

## Revealing Your Killer

As a medium, although you cannot physically reveal your killer, you can use certain methods to get your point across. For example, Town could ask you to reveal the person who appears underneath their killer during meetings, as the order for everyone is the same for all players.
Mayor

### Description

Use your ability button to reveal that you are a Mayor making all your votes count for one more.
Work with the other Town member to rid the town of evil.

You win if all the Traitors are dead or by banishing the Necronomicon

The Mayor is a Town role with the ability to reveal as Mayor during the roaming phase. When activated, the ability will cause a lightning bolt to come down from the sky onto the player, sending a chat message for all to see. The Revealed Mayor will have an icon visible during the roaming phase, and all of the Mayor's votes during trial will count for 2. This can be increased to 3 votes if a King knights the revealed Mayor.

## Strategy

Revealing as a Mayor can put a huge target on your back, as you are now a confirmed Town member that the Town can rely on. It is recommended to stick together once revealed, as it will be much more difficult for the traitors to get kills on you. It is best to wait on revealing until after the first meeting, or until the endgame where a revealed Mayor will have much more voting power.

Claiming Mayor on trial will most likely cause the Town to vote innocent on you, as it is very difficult to fake a Mayor claim due to how easy it is to confirm.
Banshee

### Description

Use your ability button to lock out all Town members from using their abilities for a period of time
Work against the other Town members to bring the Town to its knees

You win when all the Town members have died!

The Banshee is a Traitor role that has the ability to prevent all Town members from using their abilities for 10 seconds. This ability also cancels any Town abilities that are currently active, such as the Tracker's dog or a Psychic's vision.

## Strategy

The Banshee is one of the most powerful support Traitors because the Banshee's roleblock affects all townies at once. This ability can protect you or your teammates from a Prosecutor or a Vigilante, and a Psychic will not receive messages about any deaths during the 10 second period. While these might seem useful, the ability only lasts for 10 seconds, and the Town will usually just see the roleblock as a nuisance. If you notice the Town gathering around a body, hoping for a Coroner or a Tracker to come, use your ability just as that person arrives to stall the Town.

Since your ability is more passive compared to other Traitors, it is a good idea to focus less on the ability and more on trying to keep your suspicion at a minimum. This often means claiming a less suspicious role like Coroner or Psychic, and working close to the Town, while allowing your power Traitors to get kills.
Odcinek 7

**Odcinek 7 -** siódma cześć gry, wydana

## Fabuła

### Nym-Os

Na początku odcinka grupa dowiaduje się o zorganizowanej przez Lily akcji #IAmJake. Jedynie Dan i Richy nie są z tego zadowoleni, według nich haker zbyt naraża MC. Ich obawy mają uzasadnienie, gdyż chwilę potem na telefon gracza zostają przeprowadzone 2 ataki hakerskie prawpodobnie przez prześladowców Jake'a. Wtedy okazuje sie, że nym-Os służył nie tylko do pokazania wideo, ale też aby ochronić MC

### Tożsamość ciała

W międzyczasie dowiadujemy się od Thomasa o tożsamości znalezionego ciała, to Amy Bell Lewis. Grupa kojarzy ją głównie z widzenia, a nawet Cleo chodząca z Amy na kurs rysunku nie może o niej wiele powiedzieć. Po chwili dziewczyna zauważa nagrobek na przesłanym zdjęciu.

### Aresztowanie Phila

Phil zostaje aresztowany ku rozpaczy Jessy. Dziewczyna nie wie za co aresztowali jej brata. Dowiadujemy się o istnieniu jej starszej siostry - Aurory, która nie może przyjechać do Duskwood, ale wynajęła prawników. Jessy prosi gracza o powiedzeniu wszystkiego, czego dowiedział wraz z Jake'em, ale jej prośba nie zostaje spełniona. Przed swoim aresztowaniem Phil zadzwonił do MC, ale nie znamy powodu dlaczego to zrobił.

### Powrót Jake'a

Na telefon MC, a dokładniej kamerę, zostaje przeprowadzony trzeci atak. Na ekranie pojawiają się dwaj zamaskowani mężczyźni z komputerem na biurku. Atak zostaje odparty przez samego Jake'a, który znów jest online. Dziękuję graczowi za akcję #IAmJake, którą widział wszędzie i odpowiada na jego pytania. Wspomina, że zatrzymał się w motelu.

### Wizyta u Iris

Jessy jedzie do znajdującym się poza Duskwood Ashview Hills. To ten adres był zapisany w GPS samochodu Hannah. Mieszka tam Iris, matka zamordowanej przed 10 lat Jennifer Hanson.

### Plan opuszczenia Duskwood

Jessy również zostaje oznaczona na swoich drzwiach wejściowych, co zauważa gdy chce je zamknąć. Cleo uważa, że kobieta sama to narysowała, ponieważ jest to silny dowód niewinności jej brata. Hawnkis jest zrezygnowa i chce opuścić Duskwood. Richy udaje się wynająć domek 45 minut od miasteczka i cała grupa zaczyna szykować się do wyjazdu.

### "Śmierć" Richy'ego

Richy podczas rozmowy z MC, mężczyzna pisze, że słyszy z lasu krzyk kobiety. Idąc do lasu dzwoni do nas, a następnie włącza kamerę, rozglądając się wokół. Uważa, że ktoś krzyczy jego imię i z pewnością jest to Hannah. Nagle widzimy mechanika, który chce dosięgnąć telefonu. Wtedy z jego ust wpływa strumień krwi. Richy umarł.

W odcinku 10 dowiadujemy się, że to zdarzenie zostało ustawione, a tak naprawdę Rogers żyje.

## Linki

Wniosek o spotkanie z Tedy'm Madrugą

https://www.everbytestudio.com/CloudStorage/Lilly\_Donfort/Maydollist.png
Saint

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

The Saint is a Town role that when killed, will double the cooldowns of all of the killer's abilities. The only person who is affected by this ability is the person that kills the Saint. The Saint has no special abilities they can use during the roaming phase.

## Strategy

The Saint is one of the few Town roles that cannot be fully confirmed to other Townies, meaning that it is a good idea to do quests in hopes of receiving the Madam Martha quest. Since it is rather difficult to be confirmed as a Saint, your priority should be staying alongside the rest of the Town. This means claiming as soon as the game starts, or in non-VC lobbies, claiming in the first meeting. Be adamant in your claim, and be willing to stick with the rest of the Town, and you might gain the trust of confirmed Townies. However, if you are in a more experienced game, claiming Saint is more risky, as Traitors will try to lynch you in order to avoid activating your ability. Since your role is such a common Traitor claim, experienced Traitors and Townies alike will lynch you for claiming Saint.

If you fail to gain trust, then try to hang out in areas like the Graveyard in hopes that a Traitor will kill you, thus activating your ability. Your ability is more useful to the Town the longer the game goes on, as when the number of Traitors is low, your ability will keep the Traitors at bay more effectively.

If you are trusted, try to stay alive until you reach the endgame, as the Traitors will likely start targeting confirmed Townies. Make sure that other confirmed Townies. are grouped together so that you can be the confirmed Town member who dies. If you were adamant for the whole game that you are a Saint, the Traitors will not have a choice, as they have to kill you to win. This is why it is effective to announce to the town that you are a Saint.
Level 2.1

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

Level 2.1 is the 1st Sub-Level of Level 2.

## Description

   **Level 2.1** is very similar to Level 2 in both style and nature, it contains narrow passageways with many pipes on it's sides and roof, but you already know that.

The main difference between **Level 2.1** and Level 2, is that this Sub-Level is more like a superior version of the past Level 2, it contains a more complex structure, pipes go through walls and doors, hallways tend to be more spacious and boilers are present inside those spacious areas.

These spacious areas, which will now be reffered to as "Rooms", have a different layout compared to the hallways, they have brick walls, and many pipes scattered about. A few pallets are also found near the walls, and along with those pipes as previously mentioned, there are a few generators glued to the wall, they cannot be opened as far as we can tell. These Rooms have a mess of wires, and pipes are also in places where they should not be, such as in the middle of the room.

Random funiture is present through these Rooms, though they serve no purpose whatsoever, and from the looks of it, the table is merged with the ground, the concrete floor fades into spruce, these tables can only be removed if their legs and torn off.

**Level 2.1** also has lightning similar to that of Level 1. Except they make no noise at all and are very dim, luckily, they are spread all over the ceiling, and sometimes on the wall aswell.

## Entrances

Going through a unlocked door labeled "BOILER ROOM" in Level 2 will get you here, backtracking is not possible as the doors locks by itself as soon as you get in.

## Exits

You can get back to Level 2 by going through a metal doors labeled "UTILITY TUNNELS", similar to Level 1.

« Level 2 | Level 2.1 | Level 3 »

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

**Credits**

**Close**

Author: Lxnar\_Whrxd

Images: Image found on a Subreddit called "The Siderooms".
Sam Espial

Sam Espial is currently one of the most confusing people we've ever came across.

## Description

Sam is a 17 year old white male, he usually wears a black jacket, blue jeans, black shoes and carries a black backpack with him at all times.

Sam has a variety "Abilities" that he claims to have learned by playing... games. He says that he learned how to duplicate objects, walk through walls at will and abuse physics to his own benefit by "Glitching".

To manage to succesfully "Glitch" reality itself is a huge feat, he says by moving in precise motions and by making certain actions could bypass Reality's code and duplicate objects, or even force yourself into The Backrooms, and even outside of The Backrooms if you will.

We still don't know if Sam is a threat, as he has collaborated a few times with us, and seemingly does not mind being interviewed.

Sam has also created several devices with the Technology The Backrooms has to offer, and is seemingly the creator of the Mechanized Watches, as he also seems to be wearing one at all times, and even has made plenty of upgrades and add-ons to his own Mechanized Watch.

## Behaviors

Sam's behavior is very difficult to comprehend, as his methods of exploiting reality itself is something not even us can comprehend

These things include:

Grabbing one object, taking it out of it's original place and put back to it's original location in a different angle, then removing it again and placing it in another spot, repeatedly. After doing this for an entire minute, Sam has managed to succesfully clone an Object.

Walking up to a door and closing it on his foot, while leaning back, making him fall through the floor.

## Summary

A 17 year old white male, with a wide variation of abilities that can be accessed by exploiting reality.

We currently have no knowledge of how all of this works.

**Lanimil Corporation**
**Exploring Limspaces since 1998**

**Credits**

**Close**

Author: Lxnar\_Whrxd

Images: Image by me.
HexMaster

Use your ability button to hex a player. When all living Town members are hexed they will all die.

You win when all the Town members have died!

The HexMaster (HM) is a Traitor role with the ability to "hex" other players using the ability button. The ability has a 1 minute cooldown, and once all alive Town members are hexed, the Traitors automatically win. Winning by hexing the whole Town will cause a special winning animation to play.

## Strategy

As a HexMaster, it is best to hex players who you think will live to the end of the game. Roles such as a confirmed Prosecutor, Investigator, Psychic, and a confirmed Veteran are roles that tend to stay alive longer and should be high value targets for hexing. Make sure to hex somebody as soon as your ability becomes available, as time wasted with the ability ready will mean it will take longer to hex everybody. Focus more on hexing as many people as possible instead of trying to hex specific people.

It is important that kills happen on Town members that are not hexed, as that increases the percentage of Town that is hexed without the HM having to do anything. If the Traitors avoid killing all hexed targets, the Town may suspect a HexMaster being in the game due to the lower amount of kills. If this happens, the Town may attempt to get tasks complete before you can hex all Town members.
Level -6

**SURVIVAL DIFFICULTY:** *Class 5e*
**⯁ Unsafe**
**⯁ Unstable**
**⯁ Altered Geometry**
**⯁ Enviromental Hazards**

Level -6 is the 6th negative Level of The Backrooms.

## Description

   **Level -6**, as previously mentioned in the name, is a mineshaft that is very tight to walk through.

**Level -6**, similar to Level 8, is very dark and it is recommended that you bring a Flashlight along when exploring, usually one may encounter pools of Water that is mixed with minerals, despite that, it is safe to drink after filtering and boiling it.

Trying to fit through gaps in one of **Level -6'**s cramped hallways, can get you in a wider hallway with cart tracks all over, and on the walls there are many pipes that extend all the way to the end of the hallway. These pipes can also come from the ceiling and is many of them are dripping with Cashew Juice.

The only dangers of **Level -6**, is the fact that the Level is very unstable and could crush someone under a rock, or you could fall into one of **Level -6'**s bottomless pits.

These hallways are usually lit up with small lights being supported by a thick wire in the ceiling.

Sometimes **Level -6'**s tracks can be misplaced in may different ways, such as going through walls, and circling back to it's starting point in the most unrealistic manner possible. One may also often find carts that are either empty, filled with rocks, native to **Level -6**, or are stocked with supplies.

Many times when travelling **Level -6**, you will have to jump, crawl, and even tilt a little to continue exploring **Level -6'**s cave.

Walking through one of **Level -6'**s wider hallways can usually lead to another wide hallway, and they can be entered through two doorless metal frames, which will usually appear with wires hanging from them.

## Entrances

Venturing deep into one of Level -5's forests and going inside a cave can get you here in the safest manner possible.

Another entrance to **Level -6** is through another Cave Level, you'll know how to get here by simply looking for what looks like a mineshaft.

## Exits

To exit **Level -6**, after finding a patch of dirt, you can dig your way up to the surface, similar to Level 8.

Currently, any other exit of **Level -6**, is being documented.

## Anomalies

The main anomaly that has not yet been described above, are bottomless pits, they are usually found anywhere around the Level, if one falls inside one of them, they would never be heard of again.

These bottomless pits cannot be illuminated by any common lightning, and the pit seems to be very spacious and echoes can be heard from them.

« Level -7 | Level -6 | Level -5 »

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

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Images: Unknown Source
O północy w Duskwood

**"O północy w Duskwood"** - książka, opisująca legendy Duskwood. Jest dostępna w miejskiej bibiotece

## Legendy

### Człowiek bez twarzy

Historia opowiada o synu rzeźnika Willamie Green'ie, który w wyniku wady genetycznej posiada zniekształconą twarz. Pewnego dnia zamiast szykan i drwin, trzej chłopcy postanawiają zaprowadzić go do lasu. Jednak na polanie zamiast obiecanego jelonka na niewinnego Williama czekają liny i worek. Oprawcy przewiązują chłopca, który ze strachu nie wydaje żadnych dźwięków i nie woła pomocy, do drzewa. Przezywając go strachem na wroble, zakładają mu jutowy worek na głowie i oddchodzą. Pod koniec dnia, jeden z oprawców - Jimmy Hopkins przyznaje się do popełnionego czynu. Jednak na miejscu wskazanym przez chłopaka, mieszkancy Duskwood nie znajdują Williama, lecz worek pełen krwi i krucze pióra. Jego ciało nigdy nie zostało znalezione. Po pewnym czasie na drzwiach grzeszników pojawiał się znak kruka. Zgodnie z tą legendą w pierwszą pełnię, wszyscy w tym domu zostają zabrani do lasu.

To za tą legendą krył się Człowiek bez twarzy - antagonista całej gry.

## Właściciele

Książka należy do bibioteki w Duskwood, a poniżej są przedstawiane osoby, które ją miały

Hannah ma ją w swojej chmurze, ale jej treść znają jeszcze MC, Richy i Jessy
Night fall Wiki

**Welcome to the Night fall Wiki!**
A special young girl and boy, gain some newfound powers, they explain their daily life, overcome difficulties, and show that having different backgrounds doesn't affect their futures.

## Important articles

PlaceholderA page about your topicPlaceholderAsami YorichiPlaceholderChapter OnePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

**Zane Akabane** (真島ヒロ, *Akabane Zane*) is a not so famuos youtuber
He has been a youtuber for over 5 years and hasnt gained any traction yet.

(*more...*)
1758575Missing

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Level 27

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

Level 27 is the 27th Level of The Backrooms.

## Description

   **Level 27** is a museum with a style that resembles Level 15. The walls are made out of concrete infused with metal. While the floor is completely tiled and reflects the surrounding walls and sculptures. **Level 27** also has multiple floors, each being numbered in a linear fashion, these floors can either be accessed from slopes, stairs or elevators. And every few rooms monumental sculptures that has never been seen in Baseline Reality before can be found.

Each room in **Level 27** varies in size and can either be found empty, or filled with paintings and sculptures, inside said rooms, misplaced pillars can be found near the walls.

Some rooms in **Level 27** can be found completely devoid of light, going inside those areas is not reccommended, as Smilers live inside these rooms. Despite being devoid of light, sculptures and paintings are still present inside of said rooms.

**Level 27** is mostly devoid of furniture and resources, though often in every 10 rooms a single vending machine can be found, it's the main source of food and Almond water present in **Level 27**, regardless of the dark rooms, this Level could be habitable, similarly to Level 4.

Windows present in this Level shows the outside of the Museum, though trying to break said windows have proven to be futile.

## Entrances

One way to enter **Level 27** is through Level 11, by finding a museum similar to the photograph above.

The main way of entering **Level 27** is through Level 26's elevator.

## Exits

The only way of escaping **Level 27** is through a specific elevator that can be found in one of the darker rooms, pressing any button, regardless of it's number will send you to Level 28.

« Level 26 | Level 27 | Level 28 »

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Images: Museum of Contemporary Art Kiasma.
Level 56

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

Level 56 is the 56th Level of The Backrooms.

## Description

   **Level 56** is constantly changing its physical appearance to those who enter. The most common appearance the Level takes is one from your memories, such as a old school you used to ago, a playground or your house.
Except the only difference is that everything seems to be darker and lifeless. Always shrouded by a thick fog, as if this Level needs more time to render the structure based off your memories.

**Level 56** connects other memories within another, making you completely disoriented, as in, you could go from a house, to a arcade through one of the doors, and from the arcade, directly to your school.   Cameras in **Level 56** are affected by a strange phenomenon that causes photographs to be distorted.
Staying in this Level is not advised, as you explore it further your memories are going to start shifting out of place up to the point you'll be completely brain dead.

The only way to truly leave **Level 56** is to keep going deeper and deeper, fighting against the distortion. The only way to beat the distortion is to remind yourself how things really are, if you give in into the psychological effects you will never escape.

## Entrances

The only way to enter **Level 56** is through Level 55, by dreaming in a certain location you will be transported here. Though you will still be viewed as unconscious from other's perspective in Level 55.

## Exits

The only exit present in **Level 56** is through a black door with a bright light under it, upon entering said door one will be transported to Level 57, your body will disappear in Level 55 and will instead be in said exit of **Level 56**.

« Level 55 | Level 56 | Level 57 »

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

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Author: Lxnar\_Whrxd

Concept: FolderDeluxe on Discord.

Images: Images by FolderDeluxe on Discord.
Level 20

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

Level 20 is the start of Vigesimal Levels of The Backrooms.

## Description

   **Level 20** appears to be reminiscent of Level 1. Being a warehouse-like location that is approximately 300km wide, with even longer rooms if you come in contact with a certain metal door, with corridors ranging from 10 meters to 300 meters. When it comes to the rooms of **Level 20**, they are filled with machinery of various times. Interestingly, despite whatever condition said machinery is in, it appears to work as intended. Along with this, a sticky, oil-like substance coats most rooms, usually either being in pools on the floor or leaking from cracks in the roof.

Between rooms are corridors, filled with boxes, crates, and racks of all kinds, blocking every wall, usually leaving a straight, but narrow path between rooms to walk through. Attempting to open items within the corridors is not recommended, as they usually contain odd or outright dangerous items. If any bottles of fluids are found, regardless of "brand", will always contain the fluid found throughout the rest of the floor.
## Events

Surprisingly, **Level 20** has a day-night cycle, every 10 hours the lights go off, leaving the entire place in the darkness, if you continue to explore further (A flashlight is advised), you'll encounter hostile Smilers and Dullers. After 10 hours of the initial blackout, the lights will go back on and the creatures will run away.

## Entrances

Finding a rusted door that appears in Level 19 will lead to **Level 20**.

Any other entrance is from this Level's Sublevels.

## Exits

The easiest way to leave **Level 20** is to go through a hallway without any lights, continuing for several minutes, will eventually bring you to a small room with a modern metal door, with a leaf symbol on it, from under said door, there are plants growing through it, going inside it will lead you to Level 22.

Finding a hole in the ground will take you to Level 21.

« Level 19 | Level 20 | Level 21 »

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

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Author: Lxnar\_Whrxd

Original Authors: u/Smbfanexe

Original Page: Wikidot, Fandom.

Images: 1st Image from the Wikidot/Fandom, 2nd image is unknown.
The Encounter

**The Encounter**

It was a normal day for me, went to school, then back home.
Had dinner with my family, and had some extra time left to use my computer.
Then finally, at night, we went to the church.
And that's when everything changed for me.
I've always went to the church, we prayed, listened to gospels and everything.
But today... something was different, something seemed... off.
I was very young back then, i had accidentally entered the class for bigger people, like over 10 years old.
They were playing very dangerous games, like hitting eachother with a pillow, and such.
Everyone didn't seem to mind me, i was just there, doing my own business.
Until i decided to join them, that's when it happened.

I had been accidentally hit by the pillow, and i slammed agaisnt the wall.
But, i didn't feel anything, i was still on my feet, with my eyes closed.
Once i opened my eyes, i found myself in... a dark space.. of some kind.
Behind me, was my unconscious body, along with others check if im okay.
But, right infront of me, i saw it.
A bright light coming towards my direction, with a loud humming.
I thought i was dreaming, as i could see everything, every room, yet i was not there.

As if i had went through the wall...
Every single room, every single person, i could see them, they couldn't see me.
At first i thought i had died.

But then i woke up.
8 years later i still remember that encounter.
I still think about it to this day.
Was all of reality really fake?
I'll never know.
Since then, i haven't been questioning it anymore.

**And then i fell.**

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Author: Lxnar\_Whrxd
Level 6

Level 6 is the 6th Level of The Backrooms.

## Description

**Level 6** is an infinite space shrouded in complete darkness of possibly infinite size and eerily silent, like a soundproof room. **Level 6** is made up of metallic walls, brick floors, pipes, filled with a maze of railingless catwalks, and infinitely tall cooling towers.

The temperature is around -7 degrees Celsius, so warm clothing is needed here. There is no such thing as light in the level, any light source taken into **Level 6** will stop to emit light upon entry. The main dangers of **Level 6** consist of walking off the edge of a catwalk and falling to your death, freezing from the cold and Pipe Dwellers, long-limbed humanoids which are attracted to sound. These humanoids should be avoided as they are carnivorous.
It is believed that the energy that would typically be emitted as photons in **Level 6** is instead emitted as neutrinos. The pipes in **Level 6** seem to receive heat from every single Level, which is run through the cooling towers. Rather than emitting thermal radiation in the form of infrared light, the towers instead emit neutrinos.

Together with Level 3, **Level 6** completes The Backrooms' energy cycle, serving as the cooling fan. Neutrinos in the level seem to behave mostly as they do in our universe, passing harmlessly through most matter. This allows **Level 6** to absorb enormous amounts of waste heat without overheating .

Auditory hallucinations are common in **Level 6**, ranging from rushing water to indecipherable voices ringing throughout the piping. It is believed **Level 6** may be able to influence one's perception of reality, resulting in symptoms of paranoia and derealization. Because of this, **Level 6** is regarded as being one of the most dangerous levels of The Backrooms because of its sheer darkness.

## Entrances

**Level 6** can be entered by going through shadows in The Boiler Room of Level 5. All of the level's sub-levels also serve as entrances.

## Exits

Exploring deep enough into **Level 6** can also lead to a stairwell down to Level 7. The easiest way to find this stairwell is to listen for the faint sound of waves.

Other exits include **Level 6**'s sub-levels.

### Ambience

« Level 5 | Level 6 | Level 7 »

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

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Author: Lxnar\_Whrxd

Original Authors: Bart0nius, egglord

Original Page: Wikidot, Fandom, Liminal Archives.

Images: Level 6 image by Liminal Archives, the rest were made by me.
Zane Akabane

Zane is a writer, OC-maker and inactive Youtuber.

## Appearance

He takes appearance of a Dead man with black hair and brown eyes. His hair is normally messy. His most favoriate cloth is a red shirt with a black pants, black shoes, and a earring.

## Works

### Characters

* Kaentaiyo page.
* Mengxiang heping
* Tomodachi Nobuo
* ETC

### Organizations

* Demon Slayer Corps Wiki
* Youtube

### Dis-Abilities

Hasn't uploaded in over 5 months

## Trivia

* I Killed my father because he went to get milk
* I read the whole demon slayer manga
Level 9.2

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

Level 9.2 is the 2nd Sub-Level of Level 9.

## Description

   **Level 9.2**, also known as Roanoke Colony Street, is an infinite suburbia that seems to take place during dawn, in post-rain environment. All houses in **Level 9.2** look exactly the same, except for the furniture and supplies present inside of them.

These houses are always placed near each other, occupying most of the streets of this Sub-Level, they all seem to be built around the 90s in a Suburban Victorian style. Sometimes there may also be playgrounds on the opposite side of the street where are house is present. Sometimes its only a single slide and other times two Swings.

Despite being completely different from Level 9, there are still a few similarities, such as wet streets and the ever-present anomalous properties also shared with Level 9.1.

The only original anomaly present in **Level 9.2** are stop signs, they often take the shape of a Stop Sign that can vary in size, and it's handle can bent and contorted in unnatural ways, and often Guide signs are present in those Stop Signs, they often just say "One Way", "Roanoke Colony.ST". Most of these signs generate randomly across the Sub-Level, sometimes it can be present in the middle of the grass, and sometimes even inside one of the houses.

Caution Signs on the other hand, will try to trick you into staying in the Sub-Level, if you come across a Caution Sign, please continue going forward, that sign is a way to tell that you're near the exit, the closer you get to the exit, more Caution Signs will appear, eventually so many are going to appear you'll have to squeeze yourself through.

In the end, a single house will be present, going through it will send you to Level 9's last Sub-Level.

## Objects

Almond Water and Energy Bars are often found in Vending Machines that are randomly found in the streets and inside the houses, very strange...

## Entrances

Staying in Level 9.1 for 2 weeks can get you here, but you have to be asleep in one of Level 9.1's houses to wake up here.

## Exits

The only exit known is by entering a house behind a plethora of Caution Signs, doing so will get you to Level 9.3, Level 9's last Sub-Level.

« Level 9.1 | Level 9.2 | Level 9.3 »

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

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Author: Lxnar\_Whrxd

Images: Image by u/octopode\_anacdotes.