recursal/Fanatic-Fandom huggingface dataset:
Level 404

Certainly, here's a unique Backrooms level:

\*\*Level Name:\*\* The Quantum Junction

\*\*Description:\*\* The Quantum Junction is an enigmatic Backrooms level that defies the laws of physics and perception. It is a sprawling, interconnected series of hallways and rooms, each with a different geometric shape and color scheme. The level constantly shifts and changes, making navigation unpredictable and disorienting. The air is filled with a faint, otherworldly hum.

\*\*Visuals:\*\*

- Each hallway and room in The Quantum Junction has a distinct visual theme. Some might have checkerboard patterns, while others have swirling, psychedelic colors or fractal-like designs.

- The walls, floors, and ceilings appear to be made of a strange, shifting substance that seems both solid and liquid, creating an unsettling, ever-changing texture.

- Strange, ethereal creatures occasionally pass through the walls, adding to the surreal ambiance.

\*\*Hazards:\*\*

- The level's ever-changing nature can cause spatial anomalies, such as sudden shifts in gravity or the appearance of walls where none existed before.

- Temporal anomalies can also occur, causing time to speed up or slow down unpredictably.

- Some rooms emit disorienting or hallucinogenic gases that can affect perception and cognition.

\*\*Entities:\*\*

- Quantum Phantoms: Semi-transparent, shape-shifting entities that inhabit The Quantum Junction. They are unpredictable and can either help or hinder travelers, depending on their mood.

- Hallway Whispers: Mysterious voices that echo through the corridors, offering cryptic advice or warnings. It's unclear whether they can be trusted.

\*\*Escape:\*\*

- Escaping The Quantum Junction is a daunting task, as it requires deciphering the ever-changing patterns and anomalies to find a rare "Stable Nexus." These Nexus rooms are relatively stable and can serve as a gateway to other Backrooms levels.

- However, finding a Stable Nexus is extremely challenging, as they shift and relocate within the level.

The Quantum Junction is a level that challenges the very concept of reality and perception. Travelers must rely on their instincts, adaptability, and an understanding of the ever-shifting patterns to survive and ultimately find an exit. It's a place where the laws of physics and logic break down, and only the most resourceful and resilient explorers have a chance to escape its bewildering confines.
Level 500

Title: Backrooms Level - The Desolate Asylum

Description:

Welcome to the Desolate Asylum, a nightmarish dimension within the infamous Backrooms. This level is a twisted, abandoned mental institution, where the walls ooze with dread, and sanity is a fragile commodity. Your only goal here is to survive and find an exit, if one even exists. The air is thick with despair, and the flickering, dimly lit corridors are your only companions.

Level Description:

As you enter this forsaken asylum, you find yourself in a dimly lit hallway that stretches infinitely in both directions. The sickly yellow fluorescent lights barely illuminate the decaying, peeling wallpaper, which is adorned with cryptic, faded drawings and disturbing scribbles. The air is damp and smells of mold and decay, and every step echoes ominously.

Features:

1. Endless Hallways: The Desolate Asylum is notorious for its never-ending hallways. You'll find yourself wandering through identical corridors, with no clear sense of direction. The walls seem to shift and twist, making it difficult to retrace your steps.

2. Disturbing Rooms: Occasionally, you'll stumble upon rooms that hold their own horrors. These rooms might contain rusted medical equipment, abandoned patient cells, or even more grotesque surprises. Stay vigilant, as danger can lurk around any corner.

3. Flickering Lights: The flickering lights in the asylum can be both your ally and your enemy. They may reveal hidden passages or trigger strange events, but they can also attract malevolent entities that dwell within these walls.

4. Malevolent Entities: The Desolate Asylum is home to various malevolent entities. Some are grotesque and grotesquely deformed patients who never left, while others are more supernatural in nature. You'll need to avoid them, as direct confrontation is often deadly.

6. Mysterious Objects: Throughout your journey, you may come across mysterious objects that can help or harm you. These items might include rusty keys, medical supplies, or cryptic notes that provide hints about the level.

Exit:

Finding an exit in the Desolate Asylum is a daunting task. You'll need to rely on your wits, intuition, and a bit of luck. The exit might be a hidden door, a portal, or a seemingly ordinary hallway that suddenly leads to safety. Remember, though, that the Backrooms are unpredictable, and the exit might not be what it seems.

Surviving the Desolate Asylum is a true test of your mental and physical endurance. Will you make it out with your sanity intact, or will you become another lost soul in this twisted dimension? Only time and your choices will tell.
Level 15

# Chromo Nexus Chamber

## **Description**

The Chrono Nexus Chamber is a hidden, otherworldly location accessible only through a series of intricate puzzles and secret passages. It's a place where time and space converge in fascinating ways, making it a truly unique gaming experience.

### **Visual Theme**

The chamber is a blend of ancient and futuristic aesthetics. Walls are adorned with hieroglyphic-like symbols that pulse with energy, and the floor is a swirling, semi-transparent surface reminiscent of a cosmic nebula.

## **Gameplay Mechanics:**

1. **Time Manipulation:** Players have the ability to manipulate time within the chamber. They can slow down or speed up time in specific areas, which affects the behavior of objects and enemies. This mechanic is crucial for solving puzzles and defeating foes.
2. **Dimensional Portals:** Throughout the chamber, there are mysterious portals that transport players to parallel dimensions. Each dimension has its own set of challenges, enemies, and puzzles. Players must navigate between these dimensions strategically to progress.
3. **Gravity Shift:** Gravity isn't constant in the Chrono Nexus Chamber. Players can toggle gravity in certain sections, allowing them to walk on walls and ceilings. This feature adds a mind-bending twist to the level's platforming elements.
4. **Chrono Guardians:** The level's unique enemies, known as "Chrono Guardians," are beings that exist outside of time. They can phase in and out of reality, making them formidable adversaries. Players must use their time manipulation abilities to predict and counter the Guardians' attacks.

## **Puzzles:**

1. **Temporal Locks:** Players must synchronize multiple moving platforms across different time speeds to create paths and reach new areas.
2. **Paradox Chambers:** These chambers contain puzzles where players must create paradoxes by manipulating time, causing objects to exist in multiple states simultaneously.
3. **Dimensional Chess:** Solve a complex puzzle by moving chess pieces through different dimensions, where each piece has unique abilities and interactions.

## **Boss Fight:**

The level culminates in a showdown with the "Temporal Tyrant," a colossal, time-manipulating creature. Players must utilize all their time and dimensional manipulation skills to defeat this formidable foe
Level 49

## Level Name: The Tranquil Isle

### Description:

The Tranquil Isle is a serene and isolated Backrooms level that transports explorers to a tranquil, small island surrounded by a calm and endless ocean. Unlike many other levels in the Backrooms, this level offers a sense of peaceful solitude and natural beauty.

### Appearance:

The Tranquil Isle is a picturesque, small island in the middle of a calm and endless ocean. The island is covered in lush, tropical vegetation, with swaying palm trees, vibrant flowers, and soft, white sandy beaches. The sky above is a brilliant blue, dotted with fluffy white clouds.

The island features a small, rustic beach hut, offering shelter and a place to rest. Crystal-clear streams meander through the island, providing fresh, drinkable water. The air is filled with the soothing sounds of gentle waves, rustling leaves, and the occasional chirping of birds.

### Hazards and Anomalies:

1. Eternal Serenity: The Tranquil Isle remains perpetually peaceful and safe. Explorers won't encounter the usual hazards, anomalies, or threats found in other Backrooms levels. Instead, they can immerse themselves in the tranquility of the natural surroundings.

2. Timelessness: Time on the island is suspended, and explorers can stay as long as they like without aging or hunger. The hours pass peacefully, with no sense of urgency or pressure to leave.

3. Mystical Echoes: Whispers of long-forgotten conversations and laughter may occasionally drift on the breeze. These echoes add to the sense of the island's history and the countless explorers who have found solace here.

4. Starry Night: At night, the sky above the Tranquil Isle becomes a breathtaking display of stars, free from light pollution. Explorers can stargaze and find a sense of wonder and connection to the universe.

### Objective:

The Tranquil Isle does not have a traditional objective of escape or survival like many other Backrooms levels. Instead, it serves as a serene sanctuary within the Backrooms, offering explorers a chance to rest, reflect, and find solace in the peaceful natural environment.

Explorers who enter the Tranquil Isle often use it as a place of respite, a temporary escape from the disorienting and unpredictable nature of the Backrooms. They can immerse themselves in the tranquility of this small island, where time stands still, and the cares of the Backrooms world seem distant and insignificant, if only for a moment.
Level 3

Certainly, here's another concept for a Backrooms level:

\*\*Level Name:\*\* The Twisted Gallery

\*\*Description:\*\* The Twisted Gallery is a surreal and unsettling Backrooms level that resembles an endless art gallery filled with bizarre and otherworldly artworks. The walls are adorned with a constantly shifting array of paintings, sculptures, and installations, each one defying the laws of physics and perception. The entire level is bathed in a soft, pulsating, and ever-changing light that casts eerie, shifting shadows.

\*\*Visuals:\*\*

- The artworks include distorted and impossible landscapes, grotesque portraits, and sculptures that seem to move when observed.

- The floor is made of an uneven, spongy material that gives underfoot, making every step uncertain and disorienting.

- The walls are covered in a mazelike pattern of frames and canvases that extend infinitely in all directions.

\*\*Hazards:\*\*

- The constant visual distortion and disorientation can lead to dizziness and a sense of unreality.

- Some artworks may come to life or react to the presence of intruders, causing unpredictable and surreal events.

- There's a pervasive feeling of being watched, and shadowy figures occasionally dart between the artworks.

\*\*Entities:\*\*

- The Artful Watchers: Enigmatic, shadowy figures that seem to be part of the gallery itself. They are known to observe and sometimes interact with those who wander through the Twisted Gallery. They may offer cryptic clues or become hostile if provoked.

- Living Art: Some of the artworks themselves are inhabited by strange, sentient beings that can communicate in abstract ways. Interacting with them can yield valuable insights or unsettling experiences.

\*\*Escape:\*\*

- To escape The Twisted Gallery, explorers must decipher the hidden meaning or message within one of the artworks. This may involve solving an intricate puzzle or understanding a cryptic narrative embedded in the art.

- However, finding the "key" artwork is a challenge, as it constantly shifts and changes positions within the ever-shifting gallery.

The Twisted Gallery is a level that challenges the perception and sanity of those who enter. It's a place where the boundaries between art and reality blur, and where the very environment seems to conspire against those trying to find their way out. It's a test of creativity, intellect, and the ability to grasp the abstract and surreal.
Level 50

Certainly, here's a new Backrooms level concept:

\*\*Level Name:\*\* The Echoing Halls

\*\*Description:\*\* The Echoing Halls is a Backrooms level that appears as an extensive network of dark, narrow corridors and chambers. The walls, floor, and ceiling are all made of cold, rough stone, giving the level an ancient, dungeon-like feel. Dim, flickering torches sporadically line the walls, casting eerie shadows and providing the only source of illumination. The air is damp and heavy, with a constant chill that seems to seep into your bones.

\*\*Visuals:\*\*

- The stone walls are covered in cryptic runes and symbols, hinting at an unknown purpose or history.

- The chambers vary in size, some barely large enough to stand in, while others are spacious and foreboding.

- In some areas, there are underground waterways with ankle-deep, stagnant water.

\*\*Hazards:\*\*

- The constant echo of footsteps and whispers can create disorientation, making it difficult to determine the source of sounds or voices.

- Some chambers contain mysterious altars or artifacts, which, when touched, can trigger bizarre and unpredictable events, from sudden changes in gravity to the walls closing in.

- The presence of unseen entities that seem to watch and follow you, only revealing themselves in the faintest of glimpses.

\*\*Entities:\*\*

- Shadows: Elusive, shadowy figures that flit in and out of your peripheral vision, making it impossible to fully discern their appearance or intentions.

- Stone Golems: Massive, hulking stone creatures that guard certain passages and chambers, and become animated if they sense intruders.

\*\*Escape:\*\*

- To escape The Echoing Halls, you must navigate through its labyrinthine corridors while deciphering the cryptic symbols on the walls.

- Finding and activating a hidden portal stone, located deep within the level, can transport you to another, potentially safer Backrooms level.

The Echoing Halls is a level shrouded in mystery, where each step is met with uncertainty, and each chamber holds the potential for danger or revelation. It challenges those who enter to rely on their wits, observation, and courage to unlock its secrets and find a way out of its echoing, subterranean depths.
Level 25

Certainly, here's a concept for a Backrooms level:

\*\*Level Name:\*\* The Neon Maze

\*\*Description:\*\* The Neon Maze is a Backrooms level that plunges explorers into a disorienting, otherworldly labyrinth of brightly glowing, multicolored neon walls. It's a surreal and almost dreamlike environment where the air is charged with an electric hum, and the ground is a reflective, glassy surface that distorts one's reflection. The constant flickering and pulsating of the neon lights create an eerie, hypnotic atmosphere.

\*\*Visuals:\*\*

- The neon walls are arranged in an intricate maze of shifting patterns and colors, with paths that seem to change and rearrange themselves as you walk.

- The walls occasionally display cryptic symbols and strange, undecipherable text.

- Pools of shimmering, iridescent liquid dot the maze, their surfaces mirroring the neon lights above.

\*\*Hazards:\*\*

- The ever-changing maze layout can make navigation extremely challenging, with paths appearing and disappearing unpredictably.

- The neon lights can be blindingly bright at times, causing disorientation and temporary blindness.

- Some areas of the maze are submerged in the iridescent liquid, which can be corrosive or toxic, posing a hazard to explorers.

\*\*Entities:\*\*

- Neon Phantoms: Spectral figures that materialize and vanish within the neon walls, often leading explorers deeper into the maze. Interactions with them can be helpful or lead to confusion.

- Glowstalkers: Bioluminescent, insect-like creatures that thrive in the Neon Maze. They are drawn to the bright neon lights and may be attracted to explorers as a potential source of light.

\*\*Escape:\*\*

- To escape The Neon Maze, explorers must locate and activate a series of hidden switches that temporarily stabilize the maze's ever-changing structure, allowing for a safe exit.

- These switches are concealed within the maze and can only be found by deciphering the cryptic symbols and text on the neon walls.

The Neon Maze is a level that challenges the senses and perception of reality. It's a place where the boundaries between the physical and the surreal blur, and survival depends on one's ability to navigate the shifting, luminous corridors and decipher the cryptic messages hidden within the neon walls.
Level 11

## Level Name: The Desolate Metropolis

### Description:

The Desolate Metropolis is a haunting and eerie Backrooms level that transports explorers into an expansive, urban environment that should be teeming with life but is eerily devoid of any signs of civilization. This abandoned cityscape is a labyrinth of empty streets, towering skyscrapers, and unsettling silence.

### Appearance:

The Desolate Metropolis is a sprawling city that stretches as far as the eye can see. Tall skyscrapers loom overhead, their windows dark and lifeless. The streets are lined with abandoned cars, overgrown with weeds and debris. Streetlights stand like sentinels, casting pools of dim light in the otherwise pervasive darkness.

The air is thick with an uncanny stillness, broken only by the distant, echoing sound of footsteps or the occasional rustling of leaves in the wind. There is a lingering feeling of desolation and abandonment, as if the city has been frozen in time.

### Hazards and Anomalies:

1. Phantom Residents: Ghostly apparitions of former city residents may appear and vanish without warning. These spectral figures can be unsettling and often carry out mundane activities as if they are unaware of their own condition.

2. Shifting Architecture: Buildings in the Desolate Metropolis may change form or location, leading to a disorienting and ever-shifting cityscape. Entrances and exits may vanish or lead to different parts of the city.

3. Haunted Vehicles: Some abandoned cars may harbor malevolent entities or become animate, making exploration of the streets treacherous. These vehicles may suddenly start and move unpredictably.

4. Endless Streets: The city's road network seems to stretch on indefinitely, and navigating it can be challenging. Explorers may find themselves trapped in a never-ending maze of empty streets and intersections.

5. Unnatural Shadows: The city's darkness seems to harbor lurking shadows that move independently. These shadows can obscure vision and create eerie, unsettling encounters.

### Objective:

The primary objective in the Desolate Metropolis is to find an exit and escape the abandoned city, breaking free from the pervasive isolation and unnatural anomalies. Explorers must navigate the shifting cityscape, avoid spectral figures, and confront the eerie mysteries of this level.

Escaping the Desolate Metropolis is a test of resilience and determination, as the level's eerie silence and shifting architecture can be disorienting and mentally taxing. Survivors must rely on their wits and resourcefulness to unravel the enigmas of this level and seek a way back to the real world, where life thrives beyond the empty streets of the Desolate Metropolis.
Level 37

## Level Name: The Crystal Emptiness

### Description:

The Crystal Emptiness is a haunting and enigmatic Backrooms level that transports explorers to an eerily pristine, indoor pool facility. What sets this level apart from the others is its complete absence of life, where the silence and solitude create an unsettling atmosphere in what should be a place of leisure.

### Appearance:

The Crystal Emptiness features a spacious and immaculate indoor pool area that stretches endlessly in all directions. The pool water is perfectly clear, revealing every detail of the pool's pristine tiles and spotless surroundings. The air is crisp and sterile, devoid of the usual scents associated with indoor pools.

The pool facility includes a variety of features like diving boards, water slides, and a shallow kiddie pool. The water glistens under the constant, sterile light of overhead fluorescent fixtures. Despite its inviting appearance, there are no signs of life – no swimmers, lifeguards, or even the echoes of laughter.

### Hazards and Anomalies:

1. Eerie Silence: The Crystal Emptiness is eerily quiet, with no sounds of splashing water, laughter, or any other signs of life. This silence can become oppressive and disconcerting over time.

2. Perpetual Stillness: The water in the pool is unnaturally still, and even attempts to disturb it, such as throwing objects or jumping in, result in no ripples or disturbances. It's as though the water is frozen in time.

3. Unyielding Reflections: Mirrors and reflective surfaces are abundant in this level, and they may distort reality. Some explorers report seeing unsettling reflections of themselves or experiencing visual anomalies when gazing into these mirrors.

4. Claustrophobic Cleanliness: The level's sterile perfection can evoke a sense of unease and claustrophobia. The unbroken cleanliness and lack of natural decay can be disorienting.

5. Time Distortion: Time in the Crystal Emptiness behaves strangely. Explorers may lose track of time, and hours can pass by in what feels like minutes, or minutes can stretch into an eternity.

### Objective:

The primary objective in the Crystal Emptiness is to find an exit and escape the unnerving and desolate pool facility. To do so, explorers must confront the eerie silence and unsettling perfection of this level, all while searching for clues and anomalies that might lead them to freedom.

Escaping the Crystal Emptiness is a challenge of mental fortitude, as the lack of life and the unnatural stillness can wear down even the most resilient explorers. Survivors must rely on their wits and resourcefulness to overcome the peculiar challenges of this level and seek a way back to reality, though escape may prove to be as elusive as the signs of life in this forlorn pool.
The Florist

## NPC

### Brief Description

A man who works in a flower shop located in The Floods who gives out assignments for money or favors.

Is obviously concealing unsavory business and connection to the underworld behind the guise of a flour shop

### Story Significance

Seen in Session 1, our adventurers venture to his shop, the Rows and Rumors to find their stolen Sourjorners Seals.

He can help in return for a favor. A gang of lowlifes had been causing him and his storefront problems by vandalizing and smashing windows, they are called the Gilded Guppies, their leader being the one and only Bailey Big Guppy Gillest. She and the rest of the guppies hang around a bath house. We are tasked by the florist to deliver flowers and a sealed letter along with a healthy (nonlethal) ass whooping to the gang.

The contents of the letter will never be known as Bellamy Smith threw the flowers and letters at The Big Guppy herself. The letters and flowers hit the soggy ground, floating away ruining the print. the letter is salvaged by Poe but the seal remained unbroken before being placed on the chest of Bailey as that was the wish of The Florist
Level 48

## Level Name: The Vibrant Celebration

### Description:

The Vibrant Celebration is a surreal and whimsical Backrooms level that transports explorers into a series of interconnected rooms, each adorned with bright yellow walls, blue floors, and an array of party supplies and tables. This level exudes a festive atmosphere, but the absence of revelers and the surreal nature of the decorations create an eerie and unsettling ambiance.

### Appearance:

The Vibrant Celebration features a sequence of interconnected rooms, each characterized by vibrant yellow walls and a brilliant blue floor. The rooms are filled with an abundance of party supplies, including colorful balloons, streamers, confetti, and party hats. Tables are laden with untouched platters of cake, candy, and refreshments.

The ceilings of the rooms are adorned with pinatas, disco balls, and hanging lanterns that cast playful patterns of light on the floor. Despite the festive décor, there are no signs of living beings or celebrants in sight.

### Hazards and Anomalies:

1. Eerie Stillness: The Vibrant Celebration is eerily quiet, with no sound of laughter or revelry. The silence adds to the unsettling atmosphere, making it feel as if the celebration has been frozen in time.

2. Unresponsive Decorations: The party supplies and decorations within the level may come to life intermittently, moving, dancing, or animating in bizarre and unexpected ways. These sudden bursts of animation can be disconcerting.

3. Shifting Rooms: The layout of the interconnected rooms may change unpredictably, with doors leading to different areas or the rearrangement of decorations. Navigating this ever-changing environment can be disorienting.

4. Phantom Celebrants: Ghostly figures resembling partygoers may appear and disappear, wearing masks and costumes that obscure their identities. These spectral revelers may engage explorers in cryptic conversations or simply watch from a distance.

5. Timelessness: Time in the Vibrant Celebration seems to stand still, with explorers losing track of hours or days as they navigate the surreal party environment.

### Objective:

The primary objective in the Vibrant Celebration is to find an exit and escape the surreal and festive environment of interconnected party rooms. Explorers must navigate the ever-changing layout, confront the enigmatic anomalies, and seek a way back to the real world.

Escaping the Vibrant Celebration is a test of both mental acuity and adaptability, as the level's whimsical decorations and shifting rooms can be disorienting and mentally taxing. Survivors must rely on their resourcefulness to unravel the peculiar challenges of this level and seek a path back to reality, where celebrations are filled with living guests, and the Vibrant Celebration is left behind as a haunting, surreal memory.
Level 37.01

## Level Name: The Putrid Plunge

### Description:

The Putrid Plunge is a disturbing and surreal Backrooms level that transports explorers to an indoor pool facility that has fallen into a state of advanced decay and degradation. What was once a place of leisure and relaxation has now become a nightmarish environment, where the stench of rotting water and the lurking horrors within make escape a harrowing ordeal.

### Appearance:

The Putrid Plunge features an expansive, decaying indoor pool area that stretches endlessly in all directions. The pool water is murky and putrid, concealing the depths of its filth. The air is thick with the nauseating stench of stagnant water, mildew, and decay.

The pool facility includes a range of water features, such as discolored water slides, crumbling diving boards, and shattered glass skylights that allow dim, eerie light to filter through. The walls are stained with mold and peeling paint, while discarded pool toys and debris float listlessly on the fetid water's surface.

### Hazards and Anomalies:

1. Toxic Water: The pool water in the Putrid Plunge is not only foul-smelling but also toxic. Contact with the water can lead to nausea, disorientation, and even hallucinations. Submerging oneself in the water can have dire consequences.

2. Undead Swimmers: Ghostly figures of swimmers, trapped in a perpetual state of agony, may emerge from the water to grab at explorers. These spectral entities are relentless and can be difficult to escape.

3. Rotting Infrastructure: The pool area is in a state of advanced decay, and structural integrity is compromised. Explorers must be cautious when navigating the crumbling platforms, rusted railings, and deteriorating walkways.

4. Echoing Cries: The Putrid Plunge is eerily silent except for the occasional distant echoes of anguished cries or muffled pleas for help. These unsettling sounds can lead explorers deeper into the level, often to their detriment.

5. Distorted Reflections: Mirrors and reflective surfaces in the level may distort reality or reveal grotesque reflections of explorers. These reflections can be disorienting and disconcerting.

### Objective:

The primary objective in the Putrid Plunge is to find an exit and escape the nightmarish pool facility with its toxic water and spectral dangers. To do so, explorers must navigate the decaying infrastructure, avoid the undead swimmers, and resist the lure of echoing cries that beckon them further into the level.

Escaping the Putrid Plunge is a harrowing ordeal that tests the limits of one's endurance and determination. Survivors must rely on their wits and resourcefulness to overcome the horrifying challenges of this level and seek a way back to reality, though escape may seem as elusive as the putrid waters that surround them.
Session 13

We pick back up on the trail and rush back to the town to help Honey Hearts mom and the rest of the Villagers.

The Bug thing works for the crucible where he torturous people burning in hell by pouring molten material on thier skin over and over.

During the battle, Bellamy jumps in the air to take down an imp but goes down after getting attacked by the large demon in front of them. Poe ignites his coat in a conflagration dealing damage to an imp nearby, he then hurls fireballs at at the large demon, turning it into a tentacle monster that is abnormal to how normal demons are. Honey heart during the figh uses a javelin to take down a flying imp. While Bellamy is down, the tentacle monster attempts to attack him. SHuupo and Honey Heart throw bellamy out of danger back to Tarlok who catches him. Tarlok investigates Bellamy's unconscious body and finds an amulet of lay on hands and brings Bellamy back up to fight againb. Shuupo hits the tentacle demon again with a second hand catapult doing massive damage. Honey heart defeats the Tentacle monster with a swing of his axe, slicing the monster in two strait through its torso. Poe shoots a feeing imp as it turns to run.

The bug Bears wake up not understanding what happened in the back ground. THe bug bears greet one another and the Elder Four Flies begins to discuss breakfast and claims we will be having a feast in honor of the gang saving them. Shuupo investigates the monster and picks up the things eyeball to learn about it later.

The bug bears return with a bounty of food. They hunted so much food, deer, elk, other animals and spend the next three hours attempting to start a fire. they forget after each hibernation. Poe helps a bug bear make fire using magic. The bug bears drink fermented apple water and get super drunk and emotional and all start crying becuase honey heart skipped his long rest, a tradition among the BugBear commmunity. Honey hearts mom is rustling around in a cave in the morning and has items for Honey heart. a Club that is a family heirloom and then a cape made out of a bush that will make Honey Heart harder to find in the woods.

Reaching the edge of the forest as we're leaving, we see a cleric looking man waling towards us. We shout to him and he states hes been having dreams about a church being defiled, the one we found a few days beforehand. He says hes looking for a man in blue, who is SHuupo because hes a blue teifling. The man is Castalt, sent to find us to give us a pouch, insturcted by his godess, the empress. He will be our "Tool" in the future, He gives Shuupo a large pearl and if he prays on it, Castalt will be here to help us. He wanders off into the woods to dream more.

We go back to Lumberlight, and get back to the birdcage.
Fletcher Stratmore

## Played By Eli

### **Physical Appearance**

Fletcher is a male High-Elf Archer. Fletcher stands 6 feet tall with pale olive skin and long black hair, with an average-muscular build. Like many heroes Fletcher has a scar that runs over his left eyebrow, given by a family member during an argument that led to his leaving.

### **Clothing**

Fletcher wears white and orange, re-enforced, quilted pants and a hip skirt along with black belted boots. He wears a black quilted undershirt that is wrapped in green studded leather armor and a pauldron on his right shoulder. His armor is adorned with a plume of blackened feathers on his chest that match his black hair. Fletcher wears a collapsible crossbow on his hip, and carries a quill and longbow on his back. His bracers serve as holders for his cross-bolts and protection when firing his longbow. Fletcher does not wear capes because he believes they signify a level of pomposity that reminds him of his family.

### **Personality**

Fletcher is lively, friendly, and compassionate. He spent his life under the constant scrutiny of his family, who expected nothing but the best. Upon coming of age, Fletcher left his family behind to travel the world and help those he viewed as good people down on their luck. Fletcher is always up for a laugh, brew, and a kiss from a beautiful stranger. He values friendship, adventure, pleasure, sunlight, laughter, and kicking bad-guys' asses.

### Family

* Has a brother who is particularly adept at darts and making Fletcher nervous

### **Quote**

"Yea I'll bed them, doesn't matter their race or gender. You see, fucking is a lot like drinking.. I'll drink ale, wine, or spirits not because of what they're made of, but because I like getting drunk."

*His journey begins in Lumberlight with the rest of the crew*
Level 32

## Level Name: The Shifting Wilderness

### Description:

The Shifting Wilderness is a mesmerizing and bewildering Backrooms level that transports explorers into an ever-changing natural landscape, where the environment transforms into different biomes and ecosystems with each step. It's a realm where the boundaries of nature blur, and survival hinges on adaptability and exploration.

### Appearance:

The Shifting Wilderness presents a vast, untamed wilderness that stretches to the horizon. The landscape is perpetually changing, cycling through a wide range of biomes, including dense forests, arid deserts, lush meadows, icy tundras, and more. The transitions between these biomes are abrupt, creating a surreal and disorienting environment.

The skies above are equally unpredictable, shifting from clear blue to stormy gray or starry night in moments. The sounds of wildlife and the whispering winds fill the air, adding to the eerie ambiance of the ever-transforming wilderness.

### Hazards and Anomalies:

1. Rapid Biome Shifts: The landscape can change abruptly with each step, transitioning from one biome to another. Explorers must adapt quickly to the shifting conditions, as each biome presents unique challenges and dangers.

2. Anomalous Wildlife: The wildlife within the Shifting Wilderness is equally unpredictable. Some creatures may be benign and natural, while others possess strange abilities or behaviors that can pose threats or provide assistance.

3. Time Dilation: Time within the level behaves erratically. Explorers may experience time dilation, with moments feeling like hours or hours passing in an instant. This temporal distortion can lead to disorientation.

4. Unnatural Geography: The terrain may defy natural laws, with floating islands, gravity-defying waterfalls, and geography that changes shape as explorers move through it.

5. Biome-Specific Anomalies: Each biome shift may come with unique anomalies or challenges. For example, in the desert, explorers may face scorching heat and mirages, while in the forest, they might encounter sentient trees or mysterious creatures.

### Objective:

The primary objective in the Shifting Wilderness is to find an exit and escape the ever-changing natural landscape that constantly shifts between biomes. Explorers must adapt to the challenges of each new environment, decipher the patterns of biome shifts, and seek a way back to the real world.

Escaping the Shifting Wilderness is a test of adaptability and survival instincts, as the level's unpredictable terrain and ever-changing conditions can be disorienting and mentally taxing. Survivors must rely on their resourcefulness to unravel the mysteries of this level and seek a path back to reality, where the natural world adheres to the laws of nature, and the Shifting Wilderness is left behind as a mesmerizing enigma.
Order To Brawl

## Item

### Description

A distinctive and ornate document. It is as piece of paper, aged with time, adorned with intricate calligraphy. The paper itself bears a slight yellowing, testament to its age and historical importance.

The content of the "Order to Brawl" is equally noteworthy. It includes a formal challenge, typically issued by one guild to another, or even by individuals within the same guild to settle disputes or establish dominance. The Brawl allows for fighting within the confines of the law in what is traditionally, a non lethal conflict.

### Significance

Session 3, used by Jean Paul to fight and abuse the gang after they disrupted his guild recruitment event. Given to Bellamy after its use, will be given to the Rat's Chorus in return for more information about their stolen seals
Level 5

Certainly, here's another concept for a Backrooms level:

\*\*Level Name:\*\* The Mechanical Abyss

\*\*Description:\*\* The Mechanical Abyss is a haunting Backrooms level that exists in a seemingly infinite expanse of rusty, creaking machinery and colossal, interconnected gears. The level resembles a nightmarish industrial complex that stretches into darkness. There's a constant cacophony of clanking metal, hissing steam, and the echoing groans of massive machinery.

\*\*Visuals:\*\*

- The walls are made of tarnished, corrugated steel, and the floors are grated with gaps that reveal an ominous, seemingly bottomless void below.

- Enormous, interlocking gears and pistons fill the space, creating a hazardous and intricate maze that's both mesmerizing and treacherous.

- Dim, flickering red emergency lights are scattered sporadically throughout the level, casting eerie, shifting shadows on the metal surfaces.

\*\*Hazards:\*\*

- The machinery is in a constant state of motion, making it perilous to traverse. Players must time their movements carefully to avoid getting caught in the gears or crushed by moving platforms.

- Sudden releases of steam and bursts of hot, pressurized air can scald or disorient those who are unfortunate enough to be caught in their path.

- There are hidden traps and pressure-sensitive panels that can trigger unexpected machinery malfunctions, adding an element of unpredictability to the danger.

\*\*Entities:\*\*

- Gear Golems: Enigmatic, sentient creatures that are composed of metal and gears. They patrol the Mechanical Abyss, often blending in with the machinery. They can be both hostile and helpful, depending on their mood and the intruder's actions.

- Wandering Engineers: Ghostly apparitions of long-forgotten workers who tirelessly toiled in the depths of the Mechanical Abyss. They sometimes offer cryptic advice or warnings but can also lead wanderers astray.

\*\*Escape:\*\*

- Escaping the Mechanical Abyss requires locating a control room hidden deep within the machinery. There, you'll find a series of levers and buttons that can be manipulated to deactivate certain sections of the machinery temporarily.

- Once the machinery is momentarily quieted, you'll have a brief window to make your escape to the next Backrooms level. But be quick, as the machinery never stops for long.

The Mechanical Abyss is a level where survival depends on mastering the rhythm of the relentless machinery and outwitting the enigmatic inhabitants. It's a place where navigating the intricate and perilous mechanical landscape is essential to finding an exit and escaping the clutches of this nightmarish industrial nightmare.
Level 40

# **Level Name:** "Walled Secrets"

## **Description**

Explores find themselves in the hidden, decaying world within the walls of an ancient, abandoned apartment complex. The level is a maze of narrow, dusty passages, exposed electrical wires, and crumbling brickwork. Eerie, flickering lights and distant echoes of dripping water add to the atmosphere.

## **Objectives:**

1. **Navigation:** Explore must navigate through the labyrinthine walls, avoiding hazards like collapsing sections and exposed wiring.
2. **Puzzles:** To progress, they need to solve puzzles that involve manipulating the apartment complex's infrastructure, like rewiring circuits to power doors or finding keys to unlock hidden passages.

### **Survival**

1. Encounters with hostile creatures or pests that have infested the walls add an element of danger. Explores must use makeshift weapons or traps to fend them off.

#### The Caretaker:

1. Beware of the elusive "Caretaker" who roams the hallways. This enigmatic figure appears friendly at first but may have sinister intentions. You must avoid or outsmart them to progress.

## **Unique Features:**

1. **Hidden Rooms:** Discover hidden rooms within the walls that tell the story of the complex's past, revealing secrets and clues about its mysterious history.
2. **Dynamic Environment:** The level can change as players progress, with sections collapsing or new passages opening up, creating a sense of urgency and unpredictability.
3. **Hazards:** Hazardous elements like leaking gas, exposed wires, and unstable structures require players to think on their feet and use the environment to their advantage.
4. **Atmosphere:** The level should be rich in atmosphere with dim lighting, creepy sounds, and occasional glimpses of eerie silhouettes in the distance.
Living Art

\*\*Living Art\*\* is a fascinating and surreal phenomenon within the Twisted Gallery, where some of the artworks themselves are inhabited by peculiar, sentient beings. These entities, residing within the frames and canvases, have the ability to communicate in abstract and unconventional ways. Interacting with them can lead to valuable insights, profound experiences, or unsettling encounters.

Characteristics:

1. Sentient Artwork: Living Art transforms the conventional notion of art. Within the Twisted Gallery, certain paintings, sculptures, and installations take on a life of their own. These entities reside within the artwork and are an intrinsic part of the gallery's enigmatic atmosphere.

2. Abstract Communication: Communication with Living Art is anything but conventional. These sentient beings often convey their thoughts and messages through abstract means, such as vivid colors, surreal movements, or symbolic imagery. Understanding their messages requires a deep level of interpretation and perception.

3. Valuable Insights: Interacting with Living Art can yield valuable insights into the mysteries and secrets of the Twisted Gallery. Their cryptic messages may provide guidance, hints, or clues that help wanderers navigate the gallery's labyrinthine passages or uncover hidden truths.

4. \*\*Profound Experiences:\*\* Those who engage with Living Art may undergo profound, sensory experiences. These sentient artworks can evoke a wide range of emotions, from awe and wonder to confusion and unease. The experiences can be deeply personal and transformative.

5. Unsettling Encounters: While some interactions with Living Art are enlightening, others can be disconcerting and unsettling. The sentient entities within the artwork may challenge or test the visitors, pushing them to confront their fears or innermost thoughts.

Encounters:

Encounters with Living Art are highly unpredictable. Visitors to the Twisted Gallery may find themselves drawn to specific artworks, feeling an inexplicable connection. When they engage with these artworks, they enter a realm of abstract communication, where the boundaries between art and observer blur.

Some may experience moments of enlightenment, gaining insights into the gallery's mysteries or their own lives. Others may face intense and bewildering emotions, as Living Art delves into their deepest thoughts and feelings. It's not uncommon for visitors to leave these encounters profoundly changed, with new perspectives on art and existence.

Protection:

Engaging with Living Art requires an open mind, a willingness to embrace ambiguity, and a respect for the abstract nature of their communication. While some experiences may be unsettling, approaching these sentient artworks with curiosity and respect can lead to meaningful encounters and a deeper understanding of the Twisted Gallery's enigmatic world.

In the realm of the Twisted Gallery, where art transcends its traditional boundaries, Living Art adds an element of profound mystique, challenging visitors to explore the intersection of creativity and consciousness in ways they could never have imagined.
Level 2

## Level Name: The Neon Arcade

### Description

The Neon Arcade is a surreal and disorienting Backrooms level that resembles an endless, abandoned arcade from the 1980s. It's a maze of dimly lit, flickering neon signs, vintage arcade machines, and colorful, psychedelic patterns covering the floors and walls. The air is filled with a constant low hum of retro arcade game sounds, and the lighting is provided by the eerie glow of neon lights.

### Visuals

- The walls are covered in worn-out posters of arcade games, and the floors are checkered with neon patterns that seem to pulse and shift.

- The arcade machines themselves are in various states of disrepair, with some still displaying ghostly, glitchy game screens.

- Mysterious portals, resembling shimmering pixelated doorways, occasionally appear and disappear, leading to other levels in the Backrooms.

### Hazards

- The arcade games can come to life, with characters and creatures from the games manifesting in the physical world to interact with or attack wanderers.

- The constant sensory overload from flashing lights, sounds, and shifting patterns can lead to disorientation and confusion.

- Some sections of the Neon Arcade may be flooded with a sticky, luminescent substance that slows movement and can trap unwary explorers.

### Entities

- Retro Gamers: Ghostly figures dressed in 1980s gaming attire who roam the arcade. They appear to be stuck in a never-ending quest for the highest score and may challenge wanderers to compete in ghostly versions of arcade games.

- Neon Spectres: Glowing, spectral entities that lurk in the darkest corners of the arcade. They can drain energy from anyone who ventures too close, leaving them feeling fatigued and disoriented.

### Escape

- To escape the Neon Arcade, wanderers must navigate the maze of neon-lit corridors and locate the "High Score Booth." Inside, they'll find a retro arcade machine with a glowing, pulsating button labeled "Exit." Pressing this button will create a portal to another Backrooms level.

The Neon Arcade is a level that plays tricks on the senses, immersing those who enter in a nostalgic, but eerie, 1980s gaming experience. Surviving here requires navigating both the physical hazards and the surreal challenges posed by the arcade's enigmatic inhabitants.
Rats Chorus

### Brief Description

Guild of spies, espionage, and information gathering. They are the 5th most powerful guild in the city of Lumberlight

### Guild Hall

Guild hall is at a fancy restaurant called the "Sall A Secrete"

### Title Convention

* Entrees
* Amuse bouche

### Stuff Thats Happened

In Session 2, the party is goes to the guild hall in search of the missing Soujorners seals. When they are not granted access to the restaurant's upper levels, they are asked to leave. Tarlok snoops at the guest book for clues but is found out by one of the staff. The party was then escorted into the basement via secret passage where there are scary chefs working in silence. They appear to be enjoying their jobs but could kill with a look (Or thumb).

In Session 3, the party teamed up with Preston Peppermill to agro Jean Paul, leader of the Hollowlanders to get the Order to Brawl.