recursal/Fanatic-Fandom huggingface dataset:
Level 27

**Survival Difficulty: Class Freakshow**
**》Mind-melting Properties**
**》Strange Information**
**》Freaky Entities**Level 27 "Shifting Texture Blue Rooms"

## Description

This level resembles infinite blue rooms with random objects in it. Random parts of the room are untextured. There seems to be an odd gas in the air that causes people to begin to go through 3 stages of untexturing. First after 20 minutes you lose your color and become greyscale. After an hour you lose your textures and begin to become more, "simplified" and more polygonal. Then after an hour and a half you start glitching and then phase out of existence. The textures on all of the objects will constantly shift from blue to untextured every minute or two. If there is untextured food DO NOT eat it. Untextured food will not become textured ever. The temperature is about 43oF so not very cold and not very hot. A little chilly, though. The rooms have pretty good lighting, and each room is about the same size. They can be a bit different though. They have a flat ceiling. Outside of the rooms there seems to be a mess of constantly shifting untextured random shapes.

## Entities

There are untextured Screechers in this level that have an extremely distorted screech that sounds more like static than a screech. They will "lag" in ways that make them almost teleport forward. If one touches you, the stages of untexturing will speed up immensely if you are touched by a Screecher and hearing their screech will also speed up the process to a small degree.

## Entrances and Exits

### Entrances

* If a part of a wall is blue in Level 26, then brecking it will send you here.
* Touch an untextured building that should be blue in Level 17 to be sent here.
* Touch a partly untextured curtain in Level 24 to be sent here.

### Exits

* No-clip through a blue wall to be sent to Level 12.
* No-clip through anything untextured to be sent to Level 10.
* Entering a red door labeled "Red Room" will send you to Level 28.
* Locate and access a decaying spot to be sent to Level 100.
Level 56

**This page needs a rewrite.**

**Reason:**  Short (kinda).

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

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

**Survival Difficulty: Class 4e - Environmental**
**》Unsafe**
**》Unsecure**
**》Several Non-Entity Hazards**
**Level 56 is the 57th level of The Middlerooms.**

## Description

Level 56 is an infinitely expansive maze. The walls, floor, and ceiling are made of concrete, and the walls are curved outwards. There are glowing bands running vertically from floor to ceiling on the walls. These bands usually glow a soft pink, but they may be blue, or even green in some areas. The level's layout never changes, but the colors change randomly every 5 minutes. Sometimes, an area may be more cramped.

Level 56's bands are acidic and can dissolve any material it comes into contact with, apart from the concrete on the sides of the halls. Because of this, one must be careful while walking through cramped areas. Also, if someone is in this level for more than 5 hours, the walls will begin to close in. From that point, it is impossible to get to the end of the maze to progress forwards. One can only noclip through the floor then.

## Colonies and Outposts

The nature of Level 56 makes colonies and outposts implausible.

## Entrances & Exits

### Entrances

* Go through a green portal in Level 55 to be sent here.

### Exits

* Get to one of the exits of the maze to be sent to Level 57.
* Noclipping through the floor takes one to Level 53.
Level 21

**Survival Difficulty: Class 4**
**》Unsafe**
**》Unsecure**
**》High Entity Count**
**Level 21** is the 22nd level of the Middlerooms.

## Description

**Approximately 20 miles into the level**.

Level 21, or "A Rock and a Hard Place" resembles a deep underground mine spanning 500 miles throughout. It houses millions of fake versions of precious jewels and stones. The level is known for being extremely easy to get lost in and killed. The level structure rarely changes, and wanderers can find themselves lost for long periods of time, waiting fruitlessly for rescue. The level rarely has large open spaces. While the fear of claustrophobia is invoked in this level, entities run rampant.

The size of the caves vary, with some being larger, allowing wanderers to walk. Others, however, are extremely small and require wanderers to crawl through narrow, small spaces. It is not recommended to attempt to crawl through these narrow spaces, as one runs the risk of being stuck for an indefinite amount of time.

The deeper a wanderer goes into the level, the more fake jewels they will see. Along with these stones intending to delude, there are also seemingly-random staircases leading to nowhere. There was previously speculation as to where these staircases led. Now, it has been proven that these staircases may lead to The Abyss, so extreme caution must be taken.

* Hard Rock
* Soft Rock

This is the most common variation of rocks in this level. Like rocks from the Frontrooms, these rocks are extremely hard to break, however these rocks are even more durable and often require high level pickaxes to break. Hard Rocks usually do not appear past a certain unknown point. These rocks can be any color, however they are usually brown in color. These rocks can take the appearance of diamonds or gold. They often confuse the wanderer and make them think that they have rich. These delusions only serve to drain the wanderer.

Soft Rocks are relatively rare rocks in this level. Unlike Hard Rocks, these rocks are usually less durable, being half as easy to break as Frontrooms rocks. Usually, any person with strong muscles can break these with their bare hands. Soft Rocks appear an unknown number of miles into this level, and are usually yellow. Unlike Hard Rocks, these rocks are sweet and are tainted with almond water. Strangely enough, they have just enough almond water to keep a wanderer still thirsty but not enough to quench their thirst, leaving them in terrible torture.
## Entities

Screechers and Flesh Eyes appear commonly in this level.

## Colonies and Outposts

### Outpost 21

* 34 Members,
* Located 21 miles into the level,
* Lives on Soft Rock Almond Water,
* Friendly to Wanderers,
* Accepting Applications.

## Entrances and Exits

### Entrances

* Going through holes in the cave network of Level 34 will lead here.
* There are many more undocumented entrances.

### Exits

* Noclipping into a staircase will take you to Level 50.
* Going down the staircase will lead you to The Abyss.
* Finding a rare jungle leaf will send you to Level 77.
* Breaking a cable will take you to Level 90.
* Noclipping through Soft Rock will take you to a random level.
Level 70

MITG***This article was created by or is associated with the MITG organization. (Middlerooms Investigation and Technology Group)***

**Survival Difficulty: Class Radioactive**
**》Presence of Radiation**
**》Entities with Radiation**
**》Danger of Mutations**
## Description

Level 70 colloquially known as "Radioactivity" resembles a grassland, with the difference that it has radiation, the radiation can be on different levels, from being low to high. The entire place is covered with the radiation and no matter how long wanderers travel, the radioation is still here. It is recommended to leave this place as soon as possible as it is unknown in what places the radiation is lower or higher so it is very hard to exit this place and many wanderers died to the radiation trying to escape the level, the MITG has been studying this level and they have discovered that the radiation goes lower or higher all the time, that's why it's very hard to know which place is safe or dangerous, afortunately, it has been discovered that not the entire level is covered with the radiation; thanks to a MITG employee.

### The Nuclear Barrels Zone

This zone is also located in a grassland, it is full of nuclear barrels, these nuclear barrels aren't normal ones, these barrels explode when something touches it, the barrels are full of different nuclear wastes, these nuclear wastes contain a lot of radiation and can cause diseases. The nuclear barrels zone is about 75km, afortunately, unlike the main area, this zone doesn't have radiation, however the barrels are very dangerous.

## Entities

"Radioactive" is the main entity in the level, they appear to be a human/wanderer, with the difference that his body is covered with nuclear waste, this entity has a great ammount of radiation and can cause diseases or even mutations. Mutations is one of the main entities, they are wanderers that were exposed to the radiation for too much at the point their bodies start mutating and turned on an abomination.

## Colonies and Outposts

The MITG is the main colony in the level. It is composed of 92 members, before it was 121 but 29 died from the radiation, entities, or the nuclear barrels.

## Entrances and Exits

### Entrances

* No-clipping in a radiation sign on Level 69 will send you there.
* Touching a nuclear barrel (normal one) in Level 38 will send you here.
* Entering in a grassland with radiation sign in Level 37 will send you here.

### Exits

* Touching a big radiation sign will send you to Level 71.
* No-clipping in the ground will send you to Level 34.
* Touching water will send you to Level 35.
* Several unknown factors may bring you to Level 85.
Flame Swirl Fan

**Flame Swirl Fan** is a weapon in *Ninja Must Die*.

## Description

Every time a royal heir is born in Land of Flame, one is crafted as a symbol of the blessing of the divine fire.

## Refinement

1. No Refine Effect
2. ATK +20. Score +10%, increase the upper limit of level to 60
3. ATK +30. Score +10%, increase the upper limit of level to 70
4. ATK +40. Score +20%, increase the upper limit of level to 80
5. ATK +50. Score +20%, increase the upper limit of level to 90
Object 6

## Description

**Object Class: Negative**

Object 6 also known as "Nuclear Barrels" resembles a bunch of barrels that have nuclear waste inside it, these barrels are very dangerous as it explodes once someone touches it, which causes the nuclear waste to go outside since the barrel exploded, the nuclear waste the barrels contain are pretty dangerous an have a lot of radiation, the nuclear barrels are yellow from the outside, with a nuclear sign that tells it is a radioactive barrel, the nuclear waste the barrels contain is mostly green, this green liquid can cause death and mutations in wanderers as it has an incredible ammount of radiation, the liquid also is capable of spreading the radiation with the air. The barrels' explosion is very strong as it is enough to destroy the body of wanderer pretty easily, and the explosion has a lot of radiation which is enough to cause mutations in wanderers or even entities.

### Effects

The effects the barrels has in the body aren't positive and are completely the opposite, these are it's know effects: The explosion can damage the body, the explosion has a lot of radiation, the liquid can cause mutations, the radiation can kill anything pretty easily.

### Uses

Due to the properties of the nuclear barrels, it can't have any use as it is very dangerous to even touch.

### Locations

The nuclear barrels can be found in any Level, althought it can be most commonly found in:

* Level 70.

## Discovery Log of Nuclear Barrels

Alan: Charles? You hear me? What's happening out there?

Charles: I was exploring Level 70 and when i found a zone.

Alan: What's in that zone?

Charles: Nuclear.... Barrels,?

Alan: Nuclear Barrels...? Are you sure? Because there isn't nuclear barrels in the Middlerooms.

Charles: Pretty sure they are and there are more than 100 of them.

Alan: ...100???!!!

Charles: Seems like.

Alan: You should try getting closer.

Charles: If you say so.

Alan: Are you where the nuclear barrels are?

Charles: Yes,... Should i touch it?

Alan: I guess so, i don't think something bad could happen.

Charles: Ok.

Charles touched the barrel and when it exploded, causing his death.
Level 103

[[{{{1}}}]]

[[{{{1}}}]]

[[{{{1}}}]]

> “
> “Where am I at...?”
>
>
> — *A note by a wanderer, who was never seen again.*
>
>
>

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

This level resembles a street. A lot of phases are throughout the level and get dangerous each time. There is a day and night cycle, which the day cycle is safe, and the night cycle is dangerous. Every 5 hours, it will go to the next phase.

### Phase 1

The road is rough. The road is never-ending, and has a lot of safe objects, such as Almond Milk, Fortune Cookies, etc.

### Phase 2

Things will be more dangerous. There is an event named Red Rain and has less chances of safe objects appearing. The road will start to turn red. And lastly, there will be commonly more giants.

#### Red Rain

The red rain is an event, appearing in rare chances. When it occurs, it will rain blood, which is like acid, and definitely can melt your skin. It is recommended to hide in a safe place, as there is only 1 way to exit the whole level.

### Phase 3

The road will start to crumble apart, making the ground shake. The lights will no longer work (even with a light source, the only exit only works with the light), the giants will be more hostile than usual, and there are lesser chances of safe objects appearing, and more chances of dangerous objects appearing.

### Phase 4

The ground shakes harder, there are no more safe objects and only dangerous objects. A lot of screaming can be faintly heard, and a lot of the giants will no longer be safe at the day cycle. The sky is completely red, and also has black rain Aswell.

#### Black Rain

The black rain is less rare than the red rain, and also is like an acid, but way more dangerous. When the event occurs, you will burn, and melt at the same time, damaging the organs of the human body.

### Phase 5

The level is no longer dangerous, and no more events, and giants, and it will always be in the day cycle. The light which sends you to Level 28 still works, though. The light source is back. There are no more objects Aswell.

## Bases and Outposts

### The Dark Hunters

* 39 members
* Un-aggresive.
* Attempts to kill a giant in sight.
* Free for trading.

## Entrances and Exits

### Entrances

* A picture of the level will send you to this level.

### Exits

* Stare at a red light to be sent to Level 28. This only appears in Phase 2 and on.
Level 55

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

## Description

This level resembles random rainbow hallways with different colors on each rainbow, some resembling rainbows from The Frontrooms, some being different. There are infinite hallways going in many places, which also have portals at the end of some of them. There is one big room known as the "main rainbow hubs" which all hallways connect too, at some point. The main rainbow hubs have every hallways going to them. The floor is dirty brown concrete, very different from the vibrant colors of the walls and rainbow archways. The roof is purple with many long LED lights going along the hallways which are powered by generators in every rainbow main hub. The generators are in glass boxes which extend from the ceiling to the floor. They seem to be unbreakable. The generators are very loud and seem to have fans to cool them down. They seem to have infinite energy. There is also a buzzing noise from the light which is quite loud, but not as loud as the generators in the rainbow rain hubs which were mentioned earlier.

## Entities

This level is completely devoid of entities.

## Entrances and Exits

### Entrances

* No-clip through glitches in Level 54 to be sent here.
* No-clip through multiple colors in Level 17 to be sent here.

### Exits

* No-clip through a rainbow archway to be sent to Level 23.
* Go through a blue portal to be sent to Level 12.
* Go through a red portal to be sent to Level 28.
Level 66

**This page is under rewrite!**

**Please do not interfere with the rewrite, even if this is your page; do not touch anything.**

**Reason:**  This article was a stub.

**Page Author:**  Jwuwjwjwkwjwk

**Rewrite Author('s):**  Underscratch

**Rewrite progress:**  Almost done!

**Survival Difficulty: Class 4**
**》Unsafe**
**》Unsecure**
**》Entity Infestation**

## Description

Level 66 is made of tunnels made of blankets, it is exceedingly dry and temperatures may reach 100 to 400 degrees Fahrenheit, and, about every 100 ft through the tunnel you may be able to find an opening leading to 1-4 tunnels going in various directions, all of the tunnels are 100 ft long, and the tunnels are 2ft in length and 1.5ft in width.

## The Blanket People

All of the Blanket People reside here. The tunnels seem to all lead to one section in the middle of the maze which is where they are. They all live underground during the "Night" and come out during the "Day" and seem to hide from the Blanket Parasites who come out during the "Night."

### The Night

Every 12 hours all light leaves the tunnels and all the Blanket People hide from the Blanket Parasites who come out during the night.

#### Blanket Parasites

These parasites with the size of 100micrometers leave off a scent of "old ham" and a strong oder at that. They will crawl through the nose to then spray chemicals at any immune system responders. They most of the time are killed off quickly, but at times at least one gets through. They then go to the brain and devour brain cells and parts of the neural network, then lay eggs which hatch within seconds into more of these little monsters, which does kill off the Blanket Parasite who laid the eggs, but the 200 that come out are worth it. This process may happen within a week, and there does not seem to be a cure. They prefer Blanket People as their kills, but would take a human any day. The only way to stop them is to smell like them, so somehow smell like burnt toast. Luckily, the Blanket People invented a Deodorant which smells like burnt toast, so they do not go after the person wearing it since they think the person was already attacked. They also seem oddly intellagant for such small creatures.

## Entities

Blanket Parasites, Blanket People, the thing

## Entrances and Exits

### Entrances

* Eating a blanket will take you here.
* Entering a blanket tunnel in Level 59.1 will take you here
* touching a blanket on Level 65 will take you here
* Finding a blanket in Level 89 will take you here

### Exits

* Cutting a hole through the blanket to go to The Abyss
* Touching water will take you to Level 67
* killing one of the entity will take you to level 66.1
Level 49

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Slight Mental Hazards**
## Description

   Level 49 is an infinite asphalt footpath stretching as far as the eye can see in both directions. The path is smooth and well-maintained. The grass on either side of the road is a vibrant green and stretches out for what appears to be miles. The sky is blue and cloudless, and the air is warm and dry.

The road seems to extend infinitely in both directions, with no visible end. There are occasional rest areas along the sides of the road, complete with benches and water fountains. Despite the serene setting, there is a pervasive feeling of loneliness and isolation.

The asphalt is so smooth and well-maintained that it's almost a pleasure to walk on, and the gentle breeze blowing across the grass is a refreshing break from the oppressive heat that can sometimes occur in the Middlerooms.

An anomaly in this level is that it is quite easy to go insane. Weak-minded Wanderers will swiftly turn.

## Colonies and Outposts

Due to the infinite nature of the road, it is not possible to establish a permanent colony or outpost.

## Entrances and Exits

### Entrances

There is a single entrance to the level, located at the beginning of the road. It seemingly randomly appears in that level, with a hole appearing with this level behind it.
You can access this from these levels:

* Level 47.
* Level 48.
* Level 18.
* Level 50.

### Exits

There are no visible exits from the level, as the road extends infinitely in both directions. However, some wanderers have reported a sense of "completion" after walking for what seems like days, and suddenly finding themselves transported to a random level.
Level 20

**This page needs a rewrite.**

**Reason:**  Quillbot says that this has 23 grammar errors.

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

## Description

Level 20 also known as "Cafe" resembles a small gas station, the architecture looks like the one from a normal gas station, the gas station is located in the middle of an infinite grassland, the level takes place at night and it seems like there isn't day-night cycle. The gas station has an indoor zone, it is a store where you can find food, water, Almod Water, Almond Milk, Pepsi-Ultra, and more, this gas station is pretty small but very safe, the grassland around the level is infinite and many wanderers have tried to reach a brand new zone but the grassland just continues, sometimes you can find roads, footpaths and some playground zones, or even some cities. The grassland is very dark, so explorations could be very difficult without a flashlight or something that can produce light, afortunately this level has barely any entities wich makes it a pretty safe level.

## Entities

Snatchers, Malgris, Screechers and sometimes Shiners

## Objects

Almond Water, Almond Milk and Pepsi-Ultra

## Colonies and Outposts

### Cafe Protectors

* Trade objects.
* Help Wanderers.
* Explore the level.

## Entrances and Exits

### Entrances

* Entering a gas station in Level 19's outside will send you here.
* Touching a cafe sign in Level 14 will send you here.
* Walking in Level 29 for too far could send you here.

### Exits

* Touching a rock will send you to Level 21
* Entering a neighborhood in the grassland will send you to Level 63.
* Entering in a playground will send you to Level 65.
Break Room

## Description

**Break Room** is known as a punishment level. Meaning, the purpose of this level is to trap wanderers in a inescapable room if a wanderer tries cheat The Middlerooms. **Break Room** is a 10 meter room
with lots of visuals going on at the same time. The walls seem to be indestructible, but the material of the walls is just a plain cardboard wood wall that you could find in Level 0. Attempts by any wanderers have been deemed impossible.

The only sources of entertainment are from the distracting visuals going on, having a cosmic and space effect on the wanderer. Another source of entertainment comes from the computer, it has arcade games and it seems to have access to the internet. Making the only way of communication on this level possible, because any electronic devices don’t function at all, expect the computer.

There is no apparent day or night cycle on this level, however wanderers have reported seeing sunsets during the 2 hour mark being in the level. However there is no proof to support this claim.

## Entrances

Cheating by trying to noclip back in any middlerooms level to normal Level 0, will noclip you here.
Cheating by trying to active cheat codes on any middlerooms level will noclip you here.

## Exits

Just wait long enough, and you will be noclipped to normal Level 0.
Using entrance one will make you stuck in **The Breakroom** for 3 hours.
Using entrance two will make you stuck in **The Breakroom** for infinity. Unless you appeal using the computer.
Object 8

## Description

**Object Class Positive**

**An image of a vending machine**.

Vending Machines are positive objects found in the Middlerooms. They consist of medium sized machines that sell various objects, such as Fortune Cookies. The machines are most common in levels that look fit for human settlement. They usually come in bright colors, and look enticing for wanderers. Items can be bought using other items or using Frontrooms money. (US DOLLAR)

To use, insert form of payment through the little slot and choose your item. It may take a second, but the desired item should come out. Sometimes, the machines may need to be shaken.

An important thing to keep in mind is that the price varies in every machine. The prices in machines change periodically, however some levels tend to have more expensive prices. Some machines also have buying limits, some limiting wanderers to only 2 objects every day. It has been found that when more wanderers are in a certain area, the prices will be higher, and the buying limits will be lower.

### List of Items Sold and Cost (not the same in every machine)

* 1 Bottle of Almond Milk - Costs 10 USD or 2 Chocolate Bars
* Pack of 3 Chocolate Bars - Costs 20 USD or 1.5 Bottles of Almond Milk or 20 Empty Cans
* Portable Nuclear Barrels (weapon) - costs 30 USD
* Pack of Fortune Cookies - Costs 35 USD or 4 Chocolate Bars or 50 Empty Cans or 2 Bottles of Almond Milk
* Regular Candy - Costs 3 USD
* Bottle of Black Water - Price Varies
* Regular Soda - Costs 5 USD + 30 Empty Cans

### Downsides

As prices fluctuate, some items will be absurdly high in price. In addition, there is at least a 1% chance of items being counterfeit, unusable, or downright dangerous. For example, a bottle of Almond Milk could secretly be a bottle of Black Water instead. It is important to make sure everything is safe.

### Outpost(s)

There is currently one outpost across the entire Middlerooms which specializes in vending machines.

#### The Venders

* 200-400 members
* Stationed across many levels
* They congregate near vending machines to buy and sell at a massive scale
* Neutral to wanderers

### Common Locations

As previously stated, vending machines usually appear in levels that look fit for human settlement. Some have speculated that the machines may have appeared on Level 11 or even Level 8, however these rumors have been unconfirmed.
Level 65

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

## Description

Level 65 resembles a playground, about 100km in length, the playground seems like an average one, with a lot of slides and different games. The level is pretty safe, there aren't hostile entities, a lot of wanderers says this level is very nostalgic for them, as they have that feeling of nostalgia in this level, the playground it's pretty clean and cool. The level has a lot of games in there, most of them being common ones that can be found on all playgrounds like slides, this level has actually two parts as there is a highway that cuts the level in half, both parts designated "Area 1" and "Area 2". In this level you can find entities very similar to the entities in The Frontrooms.

### Area 1

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities**
Area 1 is the area where the level starts, it is the area with less ammount of games and entities, this area is 50km in length and it is probably the safest Area in the entire level, to exit you need to pass a road to get to Area 2

### Area 2

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**
Area 2 is 50km in length, this are has more games and entities , however unlike area 1 this zone has hostile entities but it is rare to find them, however, this level is still very safe and secure.

## Entities

The main entities here are Humans, the ones in The Frontrooms, however there iss some Screechers and Flesh EyesColonies and Outposts

### Let's Play Together

Let's Play Together is the main colony in the level, they cover 10-12km of the level, their goal is to help the wanderers that are lost and help them to leave the level.

## Entrances and Exits

### Entrances

* Entering in a playground in Level 64 will send you here.
* Touching a slide in Level 13 will send you here.
* Finding a colorful cave in Level 107 will send you here.
* Entering in a playground in The Frontrooms has a 0.01% to send you here.

### Exits

* Touching a blanket will send you to Level 66.
* No-clipping into a street light will send you back to Level 64.
* Touching a hail will send you to Level 63.
* Entering a footpath will send you to Level 49.
Object List

### Welcome to The Middlerooms Wiki.

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

Hello welcome to the Object list! These are all the object found within the middlerooms!

**Notice:** Put "Object Class Negative" "Object Class Neutral" or "Object Class Posotive" in bold on your objects page.
Level List: Level List

## The Object List

### Joke Objects:

* Object 1-J. Mantis Doubloon's
* Object 2-J. {NO DATA}
* Object 3-J. {NO DATA}
* Object 4-J. {NO DATA}
* Object 5-J. {NO DATA}

### This is a list of the objects throught the Middlerooms.

* Object 1. {NO DATA}
* Object 2. Drug Limes
* Object 3. Almond Milk
* Object 4. Empty Cans
* Object 5. Chocolate Bars
* Object 6. Nuclear Barrels
* Object 7. Fortune Cookies
* Object 8. Vending Machines
* Object 9. Black Water
* Object 10. Golden Keys
* Object 11. Bloody Juice
* Object 12. {NO DATA}
* Object 13. {NO DATA}
* Object 14. {NO DATA}
* Object 15. {NO DATA}
Level 25

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**
Level 25 "Cracked Sky"

## Description

 File:Level 25 (Middlerooms).png
This level resembles a large neighborhood (An area of about 836 square feet) of white homes with blue roofs. It is very cold so none of the trees have leaves. The sky has a greenish tint and there are many lights that float in mid air. The lights have a yellowish tint and two can be seen in the image that is shown. There are no clouds in the sky though. Every house has locked door and windows, They can be broken but it is recommended you do not because the majority of the entities on this level are in the homes. The homes can have some food in them but it is not worth it. The roads are wet and partly are frozen over due to the cold temperatures. Be carful. The cracks in the sky seem to be so cold that if touched, they will cause frostbite. Luckily, they are so high up that you could only touch the if you really tried.

## Entities

Screechers are the only entities that inhabit this level.

## Entrances and Exits

### Entrances

* Purposely get a splinter in Level 22 to be sent here.
* Destroy a window in Level 24 to be sent here.
* Destroy glass in Level 23 to be sent here.
* No-clip through the floor in Level 29 to be sent here.
* Damage part of the roof in Level 40 to be sent here.

### Exits

* Touch one of the yellow lights to be sent to Level 3.
* Damage the pavement to be sent to Level 14.
* No-clip through any door to be sent to Level 2.
* No-clip through the pavement to be sent to Level 13.
* Entering a house made out of wood will lead you to Level 26. (This entrance is very rare)
* No-clip through a crack to be sent to Level 30.
Amalgamation's

**This page needs a rewrite.**

**Reason:**  This entity can be described in a word: shit. It is an absolute dumpster fire and needs to be rewrote.

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

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

## Appearance

**Amalgamation's** are creatures that are just smashed together animals they animals can be any animal on the planet or middle rooms any and all powers related to the animals combined can be used by the **Amalgamation's**

## Behavior

**Amalgamation's** are well know to be tamed but it requires certain factors regarding the animals that are combined into the **Amalgamation** the more prey animals in a **Amalgamation** the more easy to tame it is, **Amalgamation's** will hunt based off of the head of the animal,

## Abilities

**Amalgamation's** have all abilities that animals have on both earth and the middle rooms we know this because of recordings of inside Level N

## Habitats

**Amalgamation's** live in the conditions that meet the head of the animals conditions but as of now have only been seen inside Level N but if any new level is found we must look for **Amalgamation's**

## warning signs

**Amalgamation's** warning sings are based entirely on the animals mixed but the main three are sounds of wet footsteps loud roars and rising anxiety caused by the sixth sense

## Do's and Don'ts

### Do

* listen for loud roars
* listen for wet footstep
* stay away from water incase of aquatic **Amalgamation's**

### Don't

* try to tame pure predator Amalgamation's
* run if spotted
* fight it yourself
Level 79

**This page is under rewrite!**

**Please do not interfere with the rewrite, even if this is your page; do not touch anything.**

**Reason:**  Stub

**Page Author:**  Underscratch (GOD this is an old page.)

**Rewrite Author('s):**  Underscratch

**Rewrite progress:**  Just started.

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**
Level 79 is the 80th level of the The Middlerooms.

## Description

Level 79 resembles an empty white void with a corridor. There are two ways to go: through the corridor on the left, or forward. If you go forward, you will see a dark window and if gone through you will reach Level 8. If you go to the left, then there will be a long corridor with grey wallpaper and around 4 Shadow Facelings but they are "only as strong as a normal human" so they are killable. Once somebody exits the level, new Shadow Facelings replace the killed ones, and the injured ones are killed and replaced once a wanderer leaves. At the end of the corridor there is a door that leads to a different level that will be discussed later. There are shiners that will chase you unless you go through the dark window or go into the left corridor (because they hate the dark).

## Entities

There are Shadow Facelings in the corridor, and a group of Shiners appear behind you and once you exit, they go back behind where wanderers appear.

## Entrances and Exits

### Entrances

* Staring at the light source in Level 1 **Sub Level 3** until your eyes hurt will send you here.
* Going through one of the four portals in Level 3.
* In Level 8, no-clipping through the lights on the building in the distance with your eyes closed will send you here.
* Trying to no-clip through a wall in Level 9 will send you here.
* If you no-clip through a window in Level 14 you will be sent here.
* Turn a Retro Computer on and off rapidly in Level 22 to be sent here.
* Sleeping in Level 19 has a chance to be sent here.

### Exits

* Getting to the end of the left corridor sends you to a random level devoid of entities within The Middlerooms.
* Touch the blue light to be sent to Level 5.
* Consume the flesh of a Shadow Faceling to be sent to Level 8.
* Enter the window to be sent to Level 8.
* Touching a sign which may appear and disappear at random intervals will take you to Level 95.
* Noclip through the ground to be sent to Level 95.1.
Level 85

**Survival Difficulty: Class 5**
**》Unsafe**
**》Unsecure**
**》Entity Infestation** **Level 85** is the 86th level of the Middlerooms.

## Description

**An image of Level 85**

Level 85, or Fields of Green, is a massive collection of green fields consisting of purely green weeds. The level stretches many miles, with some saying it goes up to 1000 miles. As suggested, the level is almost completely green. It is extremely easy to get lost in this level, as each field is nearly identical to the next. In addition, any food that it is in the level, (or appears to be food) is poisonous and should be avoided. Even any food brought in by the wanderer will be poisonous. With this lack of resources, it is essential for a wanderer to leave the level as soon as possible.

The main danger, however, is the acidic rain that falls very commonly. This rain is known to erode skin very quickly and can cause immense pain to a wanderer. This rain has been found to be connected with the poison in Level 77. Since trees in the level are just holograms, the only way to get cover is to use a rare umbrella which can only appear in certain fields.

At night, the danger in Level 85 increases very much, as Shiners and Flesh Eyes start appearing. Every entity in the level will sneak under weeds and try to trap wanderers when they aren't paying attention. Seeing more than one entity at a time means that it is too late to escape. At this point, many accept their fate.

### Infestation Event

After a certain amount of time, an event called the infestation event may occur. It will only occur at night, and will last about 5 hours. During this time, the weeds in the level will instantly grow up to the sky, blocking any view a wanderer may have. The level will become extremely glitchy, with it being entirely possible to fall through the ground and get "stuck" under the level for a long time.

In addition, two new entities (Giants and Malgris) will appear. As a result of these factors, it is essential to leave the level before the infestation event, with survival being nearly impossible.

## Entities

Weeders are the main entity in Level 85. Shiners and Flesh Eyes have also been seen, but only at night.

Many other entities like Giants and Malgris may appear, but only during the **Infestation Event**.

## Colonies and Outposts

There are no current colonies and outposts due to the environment.

## Entrances and Exits

### Entrances

* Noclipping through a Weeder on some levels will take you here.
* Going far enough in Level 84 will bring you to this level.
* Several factors in Level 70 will take you here.
* Wandering too far through The Oasis in Level 95 will take you here.

### Exits

* Going far out enough may take you to Level 77.
* The weeds may morph into a forest, which will bring you to Level 77.
* Glitching under the weeds during the Infestation Event might take you to Level 8.1.
* Finding a small house will take you to Level 19.
* Finding a mini-airplane takes you to Level 104.

« Level 84 | Level 85 | Level 86 »
Level 5

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

Level 5 resembles a flooded room that is about 3m by 3m in diameter, with extremely bright lights and light blue walls. The room is flooded with an odd light blue liquid which is extremely cold but still safe, but I would advise against drinking it since it makes people loopy and uncoordinated when drunken. There are Shiners on the roof of the level who are dangerous since they will attack, but I will go into much more detail once I get further into this page. The bricks cannot be removed and will stay put no matter what anybody has tried and attempted to do to remove them in the past, but no-clipping is an option to try, even though the bricks are seemingly indestructible. What the roof is made out of is unknown, since it is extremely bright, and the flooring is some kind of concrete which is a slightly darker shade of blue.

#### Odd shapes seen in the water

In the liquid, there are odd shapes that appear in the water, as you can see in the gallery they are in the image which is the farthest to the left in the center there are the odd shapes which are absolutely not hallucinations, (though the freezing cold and bright lights may make you think they are hallucinations since it would make sense in that particular setting,) because they appeared on film, so it would make no sense at all if they were to be hallucinations since hallucinations is the mind seeing things that are not real, the odd shapes cannot be touched and appear always out of reach, they may be some kinds of distorted shadows of sorts, but that is unknown. These shapes are very mysterious.

## Bases and Outposts

None have been established in this level.

## Entities

There are Shiners watching you from the roof, and if they lunge at you, then you should hide in the water.

## Entrances and Exits

### Entrances

* Touch the blue light in Level 4 to be sent here.
* No-clip through the lights on the building in the distance in Level 8 to be sent here.
* No-clip through one of the lights in Level 6 to be sent here.
* Go right in Level 12 to end up here.
* Go into a white door in Level 21 to be sent here.
* Go through a window in the "Intermission" room in Level 24 to be sent here.
* No-clip through a crystal in Level 30 to be sent here.
* No-clip through an egg in Level 35 to be sent here.
* No-clip through a light which does **not** have entities in Level 39 to be sent here.
* No-clip through a light in Level 45 to be sent here.

### Exits

* Go underwater and touch the small yellow carpet in the middle of the floor to enter Level 3.
* Touch the odd dark shapes to enter Level 8.
* Trying to destroy a wall will send you to Level 9.
* Run around in a circle 12 times to end up in Level 12.
* Noclip through a wall to be sent to Level 44.

« Level 4 | Level 5 | Level 6 »
Level 10

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

## Description

Level 10 resembles a long white hall. It is only 15 kilometers but feels much longer due to the nature of the level. You move half the speed you normally would, and you cannot see or feel your body, and the air feels like jelly, almost solid. After a while, you might start to hallucinate over time which may cause you to see Entities despite the lack of any within the level. If your weak, you might just stop and give up, which is not recommended for reasons which will be discussed later in the article. Just go forward. Try to get to the door. Almond Water is how to stay semi-sane, but if you do go insane, it will be very bad for you if you wish to survive this level. If you do indeed go insane, you will most likely stay trapped in the white hall, seeing only a white void, feeling nothing, hearing nothing, not even the sound of your own voice, then you will die, phasing out of existence. This will also happen if you give up, but if you give up it will take much longer, still within about 30 minutes though. Wanderers can actually PHASE THROUGH EACH OTHER since seeing anything besides the white is impossible, (unless it is the door or the machinery next to it that has an unknown purpose,) so this level tries to isolate anybody. You also cannot hear anybody else or sense them in any way, including smell and hearing.

### Communications

All kind of internet, radio, anything to connect outside of the level do not work in any way, and trying to power anything using electricity simply does not work inside of this level, but they will work after exiting the level almost immediately, if it is a level where those kinds of devices actually work.

## Entities

This level is completely devoid of entities.

## Bases and Outposts

There are none, and making one seems to be impossible.

## Entrances and Exits

### Entrances

* No-clipping into any level in The Middlerooms that has Shiners in it has a 10% chance of sending you here.
* Saying you want to go here and actively wanting to come here will send you here.
* No-clip through anything untextured Level 27.
* No-clip through any light in Level 43 to be sent here.

### Exits

* Entering the door at the end of the level will send you to a random level that is devoid of Entities inside of the Middlerooms, but this level seems to always be safe and devoid of Entities.
Level 28

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MITG***This article was created by or is associated with the MITG organization. (Middlerooms Investigation and Technology Group)***

**Survival Difficulty: Class Undetermined**
**》Mysterious Properties**
**》Unknown Information**
**》Undocumented Entities**
**Level 28** is the 29th level of the Middlerooms.

## Description

Level 28 resembles a large room, slightly illuminated by dim red lights, not as dark maroon, but not as bright as pink or Erubescent incarnadine. It is more of an alizarin crimson in all honesty, but I digress since it is too dark, but alizarin crimson is closer than any of the aforementioned colors, so it will suffice. Here is an image below:

A lighter than average red, darker than many other colors though. Like I previously stated. There is also a vent which cannot be crawled through.

## Information About The Level

The level is a cube shaped room. It is too bright to see properly, but there have been reports of people feeling: *"broken glass shards on the ground."* The pain being so sharp, they thought they would bleed, but did not, oddly enough. Apparently, they reported that the room; *"sucked my blood like some kind of... mosquito!"* Their wounds swelled up immensely and they became extremely itchy on the flesh wounds. Of course, scratching would be dangerous so they were given bandages that they were instructed not to touch, or they would bleed to the point of fainting. Many disregarded our warnings and needed to be... "detained" until further notice. We essentially forced them to wear handcuffs to stop the scratching and removing of bandages. Many of them attempted to fight back, and were required to be neutralized. This may seem inhumane, but they were foaming at the mouth and seemed to be insane, plus they were also attempting to as previously stated, attack us. They also stated to be actually seeing bug like creatures covering them, and that they were *"Demon Bugs from hell."* I listened to their claims and came to a conclusion: They are all insane\* \*Not necessarily all of them, but a large majority of them were. You know what? If I get assigned to a lousy job like this again, I quit. I am surprised I didn't die, of course the extra support of my team of volunteers helped me stay safe, but despite this I almost perished a multitude of times. I do not at all believe creating MITG was a mistake, despite what I have said, but I may need to reconsider some aspects of it.

(Apparently somebody broke a window to escape that regenerated afterwards. Perhaps that is the source of the glass shards? Also, some people noclipped through some kind of wooden part of a wall, like a door, but with no doorknob? They also got sent to various levels listed below after doing these actions. Very interesting...)

-MITG employee #0001

## Entities

Demon Bugs are the name I give to whatever those things were.

## Entrances and Exits

### Entrances

* Entering a red door labeled "Red Room" in Level 27 will send you here.
* Go through a red portal in Level 55 to be sent here.

### Exits

* Breaking a window will send you to Level 22.
* Noclipping into the door will send you to Level 14.
Level 76

## Description

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

Level 76 also known as "Middlerooms' Supermarket" resembles a infinite and illuminated supermarket, the aspect is very similar to a normal supermarket and it contains multiple products, such as meat, fruits, juices, cheeseburgers and many more. The supermarket is infinite in all directions, it is illuminated by different lights that are everywhere in the level, there are multiple doors in the level, multiple signs like a normal supermarket. The supermarket sometimes has also multiple type of zones, most of them being zones less illuminated, zones completely dark, zones with less objects and others. Explorations on this Level have confirmed that there is more than 8 types of zones in the level and the level has sometimes abandoned areas where it seems as if nobody has been here in many years, these abandoned zones are mostly dark and have many plants in it, many dirty water and pretty much anything an abandonded place could have, though these zones are pretty rare to find as only 12 people have sayed to find this zone, some of them were MITG employees who have tried to document this level.

## Objects

Almond Milk, Chocolate Bars, Fortune Cookies.

## Colonies and Outposts

### SMEG

SMEG( Super Market Exploration Group) is the main group here, it is composed of 37 people and they are dedicated mostly to explore this Level, many of the things we know about this level is thanks to them.

## Entrances and Exits

### Entrances

* Touching food in any level has a chance of sending you here.

* Opening a door with the sign "Supermarket" in Level 67 will send you here.
* Drinking a gallon of Almond Milk in Level 90 will take you here.

### Exits

* Touching leaf will send you to Level 77

* No-clipping has a chance of sending you to Level 78.

* Eating an orange will send you to Level 31.