recursal/Fanatic-Fandom huggingface dataset:
Neutrals

**Neutrals** or **Deuteragonists** are practically just characters whose characters are in no specific role as to whether they are allies or enemies. Those who are both allies and, at one point, enemies, are contrary to traditional heroes, although they may still have heroic qualities.

The alternate words for this faction are called **Anti-Heroes** (Male) or **Anti-Heroines** (Female).

"*.*"

—About Neutrals.

## Groups

Whether they operate independently or in a partnership, neutral anti-heroes will sometimes need to team together with other heroes to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature neutral groups:

## See also

* Supportives
* Heroes
* Allies
* Villains
Theme Song

## Lyrics

We can laugh (Ha ha!)

We can sing (La la la la!)

We can make

Anything

Hold my hand

Make a magical island

Where letters get together

We go alakazam

We can run, we can slide

We can hide in a box

Are you ready for some fun

With the Alphabet Lore?

Alphabet Lore!

## Lyrics (Band Together)

We can laugh (Ha ha!)

We can sing (La la la la!)

We can make

Everything!

Hold my hand

And We'll Make up a Band

The biggest and the Best

to Ever rock Wuhu Island

We can bop, we can pop

We can knock off your socks

Are you ready to get rocking

With the Alphabet Lore?

Yeah!

Sing our song, sing along

Let us out of the box

Together and forever

We're the Alphabet Lore!
Heroes

**Heroes** (英雄, *Eiyū*) or **Protagonists** is/are individuals who possesses extraordinary talents, supernatural phenomena, or superhuman powers and uses them in dedication to be protecting or otherwise serving for the greater good; using their skills to counter community issues, such as day-to-day crime and combat threats enacted by Villains.

Some heroes are motivated into their careers by a sense of responsibility or duty, while others are thrust into the role due to a formal calling. Others may also hold a personal vendetta that leads them into the heroic role, or some may simply hold a strong belief in justice and humanitarian service and possess abilities to affect great change.

Regardless of their motivation, the heroic life is not for everyone; a willingness to risk one's own safety in the service of good is usually expected to be done so without expectation of reward and as such some heroes have to make great sacrifices in their personal or professional lives in order continue their heroic careers.

"*.*"

—About Heroes.

## Groups

Whether they operate independently or in a partnership, heroes will sometimes need to team together with other heroes to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature heroic groups:

## See also

* Supportives
* Allies
* Anti-Heroes
* Villains
G

G

**G** is the seventh letter of the Alphablocks gang.

G is voiced by Lizzie Waterworth.

## Appearance

G is a green block with spikes. She has freckles and has flowers on the side of her.

## Quotes

* "Goodness, U! Get off my wish!"
* "Go on!"
* "Goodness. What's that?"
* "Good grief, O! You're green!"
* "Great! Maybe there's something useful inside."
* "Get us out!"
* "Geronimo!"

## Episodes

* Alphablocks (*first appearance*)
* Top
* Why (cameo)
* Key
* Glow
* Band (game version only) (sound only)
* Party
* Race (sound only)
* Alphalympics
* Fox
* Jaybird
* Zzzzz
* Magic (sound only)
* Dog
* Cat
* Pen
* Up (sound only as solo)
* Red
* Hen (sound only)
* Bop
* Fred
* Van (sound only)
* Zap
* Lips
* Web
* Box (sound only)
* Kick
* Wig
* Rainbow
* On (sound only)
* ABC (name only)
* Wish
* Win
* Little Red N
* Frog on a Dog (sound only as solo)
* Best
* Odd
* Song
* Thing
* Tightrope
* Toad
* Book (sound only)
* Hey (sound only)
* How Now, Brown Cow?
* Fair (sound only)
* Ink (stays as a doll)
* Crash
* Four (sound only)
* Plusman
* Name (sound only)
* Mine
* Home (sound only)
* Blue (sound only)
* Birthday Girl
* Band Together
* The Wonderful Wizard of Az
* Letters to Santa
* Making Friends
* The Case of the Missing Blocks

## Trivia

* What appears to be grass is actually G's hair. This is confirmed while playing the Alphablocks app.

*Alphablocks* characters

alphabet lore
Murder drones

Their primary directive is to kill People (Not humans) from People-888 which they do very efficiently and brutally, enjoying the agony that they cause their victims before finally killing them in horrific ways due to their sadistic nature, in addition to the fact that they also need to consume the Blood and guts of People (not humans) to survive. If they do not, they will overheat and die. This fatal "flaw" is in fact, intentional and part of their design by the Lizards; acting as both a failsafe for Murder drones carry out their directive so they will be forced to continue hunting People (not humans) for their own survival and once all of the People (not humans) are dead, they themselves will die with there being no sustenance left for them, thus disposing of them once they outlive their functionality due to the Lizard's general hatred of People (not humans). They are deployed to their prey's home in Ships and sent in squads. However, they are not taught how to land the pods which also function as spaceships so that they will crash and be too damaged to fly again, thus leaving them stranded on the planet they are sent to invade. So far, only three Murder Drones have been introduced: Y, D, and T. Murder Drones are physically similar to Non reptilian Lizards, having a white coloration with a black screen on the top half of their face, a black waist, and hands with four fingers. However, Murder Drones are half a head taller than an adult People (not human) and have white arms and wide forearms that end with yellow and black stripes.

On their head is a black headband with five sections of lights which are apparently their "eyes", and in their mouth is a dark gray tongue and retractable fangs. All Murder Drones also sport a long black tail which ends in a large syringe containing a Cobalt Blue Yabitanitic acid.

Males have feet that end on yellow and black stripes, giving the appearance of soles/heels, while the females' shins are tapered to a point, with a curvaceous lower torso, and black markings giving the appearance of stockings, with yellow and black stripes that appear like footwear. Unlike People (not humans), Murder Drones have hair regardless of their gender which is usually silverish while their eyes are neon yellow.

Murder Drones usually wear black short-sleeved attires with fur collars and a yellow armband on their left upper arm.

## Abilities

 **Interchangeable Hands** | Murder Drones can switch out their hands for various tools and weaponry such as:
* Hands with large bladed fingers
* Blades
* Chainsaws
* Guns
* Missile launchers
* EMP shockwaves
* Cannon that emits whatever the user is thinking about such as when Y's head was "in a weird place" causing him to shoot out hearts.
* A screwdriver for likely repairing machinery (concept art)
* Other miscellaneous attachments (D's bubble wand for example)

 K̵̛̲̬͍̦̉̉̚͝ͅð̸̩̰̬̪͇̏̈́̈́͊͒k̶̬͙͔͚̪̄͗̆͂̆ṉ̴͓̃̈͛͐̏̏͜ͅͅk̴̛͔̯̖̻͖̋̑̋͊µ̷̢͙̙̩̳͐̔̀̓͋å̵̰̻͙̳͙̇̂͌͑͗
Level 16

**Level 16** is the 17th Level of The Backrooms, it was discovered by Reddit User u/iNerdykiddo.

## Description:

**Level 16** appears to be an empty mental institute from the early 2000s. The WiFi here is only available in break rooms and receptions, and the windows here have a chance to be window entities. The only entities here besides the windows here are Facelings. All the Facelings in **Level 16** appear to be dressed as either a surgeon or a mental patient. All Facelings, even adults, are hostile here. It functions similarly to the effect on their behavior observed in Level 11, but in reverse.

**Level 16** is linked to a fully working mental hospital called “J. Barry Mental Institute” with a joyful and well-educated staff of 163 doctors and surgeons. in May 12, 2003, in the late morning, the asylum simply disappeared, along with the staff and patients. The only eyewitness only recalls that the hospital simply fell through the ground, as if there was nothing underneath it. Some Facelings in **Level 16** will even look very similar to one of the asylum staff working in the building that day. Some say that the hospital provoked an unknown entity or presence in the backrooms that dragged it into where it is right now.

## Colonies and Outposts:

### "The Faced Ones"

* There are only 14 staff members who were not turned into Facelings during the no-clipping process. All of them are black. It is unknown why
* Consists of 11 people (3 of them were killed by Facelings).
* They have set up an outpost in the cafeteria.
* The Staff members somehow found tasers, communication with them had not been confirmed yet.
* It is still not known how the Staff turned into Facelings.

## Entering and leaving Level 16:

Travel too far in Level 14 and you will end up in **Level 16**. That's all.

To exit **Level 16**, it is possible to either find a rare "Exit Door" that will lead back to Level 14 or to Level 17. You can also no-clip, which leads into Negative Levels.

## Author:

Original Author: Reddit User u/Nerdykiddo4884

[ Level 15 << Level 16 >> Level 17 ]
Lizard Attacker

The Lizards' fighter spacecraft, known as the Draco Striker, stands as a testament to their advanced engineering and combat capabilities. Resembling sleek, agile reptilian forms, these spacecraft are designed with a perfect blend of aesthetics and functionality.

The Draco Striker boasts a scaly exterior that serves not only as advanced armor but also as a camouflaging mechanism, allowing it to blend seamlessly with the cosmic backdrop. Its aerodynamic shape enhances maneuverability, enabling the Lizards to navigate through space with unparalleled precision.

Equipped with advanced energy weaponry, the Draco Striker's primary offensive feature is its Solar Pulse Cannons, harnessing energy directly from the Dyson Sphere's power grid. These cannons emit focused beams of intense solar energy, capable of piercing through enemy shields and armor with remarkable efficiency.

The Draco Striker is also equipped with an advanced cloaking system, allowing it to momentarily disappear from the enemy's sensors during tactical engagements. This feature, coupled with its swift and agile movements, makes the Lizards' fighter a formidable adversary in interstellar conflicts.

Furthermore, the Draco Striker is designed for both atmospheric and space combat, showcasing the versatility of Lizards' technology. Whether engaging in dogfights within a planet's atmosphere or defending the vast expanse of their star system, the Draco Striker stands ready to uphold the honor and security of the Lizardian civilization.
Level 0

**Level 0** is the 1st Level of The Backrooms and mostly likely is the 1st you will encounter in The Backrooms.

## Description:

Apart from very rare instances, **Level 0** is very repetitive. Where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in

Although **Level 0** is mostly made up of randomly segmented rooms, hallways; flights of stairs; and wide, open areas can be found occasionally. It is by far the safest Level. Beings can in fact, be found lurking around here, albeit rarely. Due to them usually lured out by hermits on the edge of **Level 0** or groups of people. It is extremely rare to see anything other than a Hound or Duller.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 0:

**Level 0** may be entered via no-clipping out of reality.

Traveling a few miles may lead to Level 1.

## Author

Original Author: Reddit User u/Deveyerr

[ Level -1 << Level 0 >> Level 1 ]
Sub-Level 6.5

Like Sub-Level 1.5 and Sub-Level 4.5, **Sub-Level 6.5** is a Sub-Level between Level 6 and Level 7. But some people have called these The Snackrooms for obvious reasons.

## Description:

Sub-Level 6.5 was discovered by an anonymous person from the Backroom Explorers on Level 6 when he tripped on a wire in the pitch blackness and fell onto a table in a bar that looked like it was built somewhere around 1958. He then snapped a photo on top of said table. The photo did not come through, sadly. Fortunately, lately on 11/15/20, A user managed to snap a photo with his friend who was joy dancing behind the counter.

While looking very old-fashioned, there are shelves upon shelves of snack items in the storage room of the bar. Another thing to note is that it is one of the only rooms in the Backrooms that seemingly has only one section instead of millions of rooms like the usual.

It seems to be the prime source of food in The Backrooms, as people are coming in every hour or so. It houses the usual food and drinks such as Coca-Cola, Pepsi, Fanta, Granola Bars, Chips, you name it. And yes, it also houses Almond Water for those who are wondering. You can also find a sweeter, colored variant of Almond Water called Almond Juice. Strangely, upbeat jazz music plays from time to time despite there being absolutely no radios in the bar.

There is a very rare chance of this happening, but an occasional Faceling from Level 11 will appear in the restaurant. It IS from Level 11 though, so it will never be hostile. They sometimes try to chat with other human customers, but since they lack a face, this isn't possible.

## Colonies and Outposts:

### **The Snackroom's Staff**

* They are the people that run the Snackrooms day by night.
* Their schedule is from 7:00 A.M. to 7:00 P.M.
* They are incredibly nice to customers and are willing to trade.

## Entering and leaving Sub-Level 6.5:

There are many ways to enter this level, but people have found it most convenient to trip on a wire in Level 6, save for the fact that it messes with your sanity. Some buildings in Level 11 which have a sign saying "Snackrooms" also lead here.

You can also escape through the front or back door in the bar.

## Author:

Original Author: Anonymous Fandom User 50.73.107.233

[ Level 6 << Sub-Level 6.5 >> Level 7 ]
Lizard King Aarynn

Aarynn is a Big male Lizard who has sticky Acidic blood

Neither the date of incorporation nor the founders of the Sector are fully known. Aarynn is a huge, interstellar private Sector possibly stationed on Lizard-357-B whose main services are manufacturing various things, ranging from branded pens and civilian items to autonomous robots called "drones," Like military (Murder Drones) varieties.

Aarynn has a considerable amount of free resources and is able to put together many things quickly, almost without pause. It is noted that the Sector's products and services are available in almost every corner of the universe, regardless of how far away the planet or civilizations are.

The Sector also specializes in exoplanet excavation, mainly assisting Lizards with exoplanet resource extraction. One of them was People-888, where Aarynn. inc offered assistance to Lizards by sending in needed equipment and huge amounts of Slaves who were used just like Servants.

## Aarynn. inc-Lizity's People-888 Collaboration

Despite the People (not human)'s efficiency in their work, they were mistreated and disregarded for their sentience, akin to being slaves. After the People-888 core was accidentally melted and destroyed, all biological life on the exoplanet went extinct. Shortly after the People-888 crisis, the now-abandoned People (not humans) quickly moved on to create their future for themselves.

Back on Lizard-967-X7-Kokushibo, Aarynn didn't like the idea of sentient, rebellious beings, so they soon ushered in several launch pods containing a dangerous weapon - squads of Drones, known as "Murder Drones" by their prey, the People (not humans). They were sent on People-888 with only one directive: kill any and all People (not humans) they find. However, the Sector intentionally left a failsafe within the Murder drones Drones, an under-par cooling system, making them need to consume Blood from the People (not humans) to keep themselves from overheating. This fatal and broken system was implemented so that the Murder Drones will stick to their directive and self-destruct once they complete their mission, making them easily disposed of without the need for manually removing them.

## Aarynn. inc Intervention

After the destruction of Serial Designation T, the Sector did not fully abandon its goals and decided to intervene in a further developing crisis. At first, alongside the main known squad of Murder Drones, another 3 launch pods containing 3 other squads were deployed on the planet. After yet another destruction and a now-modified form of T - Eldritch T, the Sector decided to fully reconstruct the destroyed Drone, and alongside her, deploy a Aarynn. inc Certified Technician Lizard - Kristine, whose plans for the Rogue People (not human) Colony are still unknown.

## Trivia

* Aarynn. inc is a parody of Pfizer, a subsidiary of Moderna. Their logo uses the same color palette and design as the Pfizer Logo.
* Nykolas namedrops "mRNA-lipid nanoparticle," an product, Pfizer during the Home.
* According to T, the top team of Murder Drones receive branded pens
Sub-Level 36.5

**Sub-Level 36.5** seems to be a **Sub-Level** between Level 36 and Level 37 that was discovered by an Unknown User. It appears to be a infinite Passenger Plane from around 1950's to 80's.

## Description:

The rooms consist of long hallways that look like the insides of a passenger plane. The windows in this Sub-Level show that you're above the clouds with a bright blue sky, wings can be visible in some areas. The hallways have seats all around, and after walking for around 40 minutes, there will be junctions in the hallways that are physically impossible.

After a while you will find a door to another hallway, inside will be Child and Adult Facelings all docile and sitting in the seats as if they were passengers and Hounds in Cages, like normal Dogs. The only Entities that were found were Hounds, And Child and Adult Facelings that all have the same effect from "Level 11" as mentioned before. There have also been occasional sightings of Skin-Stealers.

There is one more Special Entity who is the "Flight Attendant", a woman in a blue suit and blonde hair. She is very Friendly and will serve food and drinks if needed, the food is good for consumption and the drinks are all "Boiled Almond Water", regardless of brand. She can also answer a limited number of questions, she will not answer anything about The Backrooms, or how this Sub-Level was created, but she can somehow take you to the "Control Room" if asked.

The "Control Room" is a room only accessible by asking the "Flight Attendant" to take you there. The room is filled with buttons and levers and two pilot seats. It is unknown if the buttons have a function. The room also has a microphone, that is usable through normal means, and can be heard all throughout the Sub-Level.

At around 4:30 PM within the Sub-Level, you will hear the voices of the pilots on the microphone, announcing that you will be arriving at your destination shortly, and insists to put on your seat belts, but it's not needed. At this time you can find another door, that will take you to a random Sub-Level that is related to a city, "Level 4", "Level 11", "Level 13", "Level 25", "Level 30", "Level 32", "Level 33", "Level 34", and back to "Level 36", regardless if it's a building or not.

## Colonies and Outposts:

There are no known colonies or outposts in **Sub-Level 36.5**.

## Entering and leaving Sub-Level 36.5

To enter, you'll need to wait a few weeks in "Level 36" until "Flight 855" is available and announced on a speaker by an unknown voice. Then walk through the gates to enter the Sub-Level.

To exit, wait around 4:30 PM, to enter a random City Level or back to "Level 36".

## Author:

Original Author: Fandom User Stretchsterz

[ Level 36 << Sub-Level 36.5 >> Level 37 ]
Beryl Nuts

Beryl Nuts can be collected from Beryl Nut Bushes found on Planet Lizard-597-B by approaching them and Plucking them of. Each bush yields five Nuts, and regrows after three Solar days from the point it was harvested, provided the bush hasn't been cut by a Lizard or run over with a Starship

## Beryl Nut

### Source

Beryl Bushes

.
Sub-Levels

Sub-Layers are Levels that are Between Levels and are mostly very hard to get too. The Levels are numbered as 0.5, 1.5, 2.5, etc. these Levels are very mysterious, and maybe there are more to be discovered.

Back to Normal Levels: Levels

## Sub-Levels 0.5-99.5

* Sub-Level 0.5 - "Chaotic Structure"
* Sub-Level 1.5 - "Inverted"
* Sub-Level 2.5
* Sub-Level 3.5
* Sub-Level 4.5 - "Whispering Halls"
* Sub-Level 5.5
* Sub-Level 6.5 - "The Snackrooms"
* Sub-Level 7.5 - "Screen Saver
* Sub-Level 8.5
* Sub-Level 9.5
* Sub-Level 10.5
* Sub-Level 11.5
* Sub-Level 12.5
* Sub-Level 13.5
* Sub-Level 14.5
* Sub-Level 15.5
* Sub-Level 16.5
* Sub-Level 17.5
* Sub-Level 18.5
* Sub-Level 19.5
* Sub-Level 20.5
* Sub-Level 21.5
* Sub-Level 22.5
* Sub-Level 23.5
* Sub-Level 24.5
* Sub-Level 25.5
* Sub-Level 26.5 - "Peaceful Insanity"
* Sub-Level 27.5 - "The Woodrooms Mirror"
* Sub-Level 28.5
* Sub-Level 29.5
* Sub-Level 30.5
* Sub-Level 31.5
* Sub-Level 32.5
* Sub-Level 33.5
* Sub-Level 34.5
* Sub-Level 35.5
* Sub-Level 36.5 - "The Plane"
Level 12

**Level 12** is the 13th Level of The Backrooms. Videos and images of this level are corrupted.

## Description:

The environment is simple. A white room with nothing more than Entities, a table, and a chair. Smilers are very rare, as there is barely any darkness. Only one person has survived this Level.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 12:

To Enter, entrance reports are very scarce, although, reports say that you can find a safe Window in Level 11, which is glowing white on the outside, and No-Clip through it, to enter **Level 12**.

To Exit, although escape has been proven possible from the above which leads to Level 13, the exact method has yet to be found.

## Authors:

Original Authors: u/JonasCBaldi3, u/Smbfanexe

[ Level 11 << Level 12 >> Level 13 ]
Level 18

**Level 18** is the 19th Level of The Backrooms, it can only be accessed by imagining a nostalgic part of your life while in Level 11. Most of what **Level 18** contains is speculation.

## Description:

**Level 18** appears as a past memory of the person entering it, though all corridors are in the same shape for every person. Only one person so far has discovered an entrance to **Level 18** through Level 17, u/Liam4Fingarz was the first person to enter **Level 18**, currently only one picture exists. The entities within Level 18 have yet to be discovered, except for hallucinations and voices, and you can also make it to Level 52.

The Voices can speak many different things such as your past traumas and fears, and even things you thought of that you never shared with anyone.

Almond Water can be found from time to time if you find a water fountain, tap or some other producer of liquid.

## Colonies and Outposts:

There are currently no known outposts or colonies on **Level 18**.

## Entering and leaving Level 18:

This Level has no consistent entryway, due to it largely being based upon the wanderer themself. Most commonly, wanderers appear whenever they experience a resurgence of past memories. However, there has been noted to be a consistent entrance on Level 17, despite being rare.

Only one exit has been found to **Level 18** leading to Level 19. To leave **Level 18**, you must abuse the use of your memories on **Level 18** and imagine a door to Level 19 opening in front of you.

## Author:

Original Author: Reddit User u/Liam4Fingarz

[ Level 17 << Level 18 >> Level 19 ]
Level 3

**Level 3** is the 4th Level of the Backrooms.

## Description:

In **Level 3** the rooms are smaller and hallways more claustrophobic than in lower Levels. In this Level it is easy to find random objects, some of which can be very valuable, such as lighters and weapons. **Level 3** is also the Level where the WiFi is the strongest. It's ominous, but for good reason; **Level 3** is home to by far the most entities. Pipes line the walls and ceilings of this Level, which makes it easy to distinguish from the previous Levels.

Due to the sheer number of entities inhabiting this level, it is recommended to head to the next Level quickly. However, there are lots of useful objects lying around on **Level 3**, so it can be beneficial to stay and collect items if you're confident.

## Colonies and Outposts:

Due to the nature of this Level, no known confirmed colonies or outposts have formed, however there have been rumors of a group consisting of rabid people turned insane by The Backrooms' psychological effects.

Of course, these are just rumors, no known evidence of this has surfaced.

## Entering and leaving Level 3:

To enter you must find an unlocked door in Level 2.

The only way to leave **Level 3** is through elevators which often lead to Level 4 or rarely Level 5.

## Authors:

Original Author: Reddit User u/M654z

[ Level 2 << Level 3 >> Level 4 ]
Level 27

**Level 27** is the 28th level in The Backrooms. This level is a point in The Backrooms where the air begins to feel thin, and where things start to glitch. **Level 27** has no reality distortion, like Sub-Level 4.5. The two photos on the right are the only known photo taken in **Level 27**.

## Description:

The only known people who have entered this Level is u/TheUltimm, u/MugSkeletons, and u/sethoboyo. u/TheUltimm posted a picture of **Level 27** and has called this Level "The Woodroom Level". He has said he entered from Level 0 by tearing off the carpet and through unspecified means, proceeded to break through the floor, falling into **Level 27** as a result. (The chances of entering through Level 0's roof is roughly a 1 - 3 chance.)

**Level 27** is thought to be infinite, with infinite rooms and doors. The doors lead to either halls, (which every hallway has 5 - 10 doors) or a room (which has 2 - 11 doors). Rooms are very rare to find.

If you're about to open a door, be *extremely cautious*. Before opening a door, put your ear to it to make sure nothing is waiting on the other side. Female Deathmoths, Smilers, Child Facelings, Hounds, and Woodlins seem to all be found in this Level, so use caution when traversing its halls. And if the lights flicker or go out, bringing a light source is strongly advised because entity activity increases while in the dark. When the lights go out, they may stay.

That way for up to an hour, the least amount of time is thought to be 10 minutes, but this is unconfirmed. But, out of everything previously mentioned the absolute most important rule is, *always watch your back*. u/TheUltimm said he had an encounter with a Deathmoth that attacked him from behind. If the lights stay out for too long (roughly an hour), this will mean you're entering Level 28. The possibility of entering Level 28 slowly increasing the closer to the two-hour mark you get, at which point there is no way back and entering Level 28 is inevitable.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 27:

To Enter, you will randomly encounter flickering lights in a fast pace, and then a wooden door will appear, this door will lock behind you, Levels that have this are Level 0, Level 1, Level 2, Level 13, Level 20, and Level 26 so far.

The only known way to leave is to open a door that will lead you all the way back into Level 0 and rarely Level 4.

## Author:

Original Author: Reddit User u/TheUltimm

[ Level 26 << Level 27 >> Level 28 ]
Level 14

**Level 14** is the 15th Level of the Backrooms. It was first discovered by Reddit user u/hugorrr.

## Description:

**Level 14** appears to be an abandoned military hospital, the floors appeared to be wet, the ceiling has been decked out and chunks of rotten wood are scattered through the halls. The walls have been covered with graffiti and some have been destroyed creating small spaces. There appears to be a substantial amount of blood, feces and bones in each room. There is writing on the walls that seems to tell a story, although none of it has been deciphered.

When inside this specific level, you can hear an unending emergency alarm. Spirits of patients and doctors going about their daily routine have been observed, stuck in a loop. Time on this Level is also stagnant.

The sole entity on this Level is an obese nurse wearing a paper bag with the first aid symbol on her head. Her legs have been amputated and replaced by an antique self-balancing scooter. The entity carries a giant syringe in her arms.

## Colonies and Outposts:

There is currently 1 known colony & outpost on **Level 14** of The Backrooms.

### The Hospital Society Edit

* Consists of 12 members, all of them doctors who were trapped in the backrooms from 1940 to 2006.
* Their purpose is to save and rescue those who are harmed or attacked by the nurses.
* Their focus seems to hospital-related issues.
* They always have a first aid kit on hand just in case someone is harmed.

## Entering and leaving Level 14:

It can be accessed from Level -2 through a staircase that is clean and isn't slippery.

To leave **Level 14**, you must follow some arrows leading to the exit that is on the floor and made out of an unknown substance. Taking the exit guided by the arrows leads you back to Level -2. The current location to The Hub is still unknown.

## Author:

Original Author: u/Hugorrr

[ Level 13 << Level 14 >> Level 15 ]
Level 19

**Level 19** is the 20th level of The Backrooms. Not much is known, other than that it is very dark.

## Description:

**Level 19** resembles a crawlspace in a house. The roof is higher than in a normal crawlspace. If you make it here, please be careful, cause if you accidentally fall through the floor, you will end up in Level -2. The floor is very brittle.

Above is one of **Level 19**'s only pictures. It was found on a damaged hard drive on a windowsill in Level 4.

**Level 19** is rather devoid of entities, and only contains Hounds.

### The Splinterboards

* They named themselves after the splintery boards found on the ground in Level 19.
* They consist of 13 members.
* They are rich in Almond Water and are very open to trading.

### The Ultas

* This group is entirely comprised of strange humanoid figures.
* The members make and wear masks that camouflage them from hounds.
* They consist of 12 members.
* They are very nit-picky about who they trade with, so don't be surprised if you are declined.

## Entering and leaving Level 19:

In Level 1, it is possible to find "Holes" in the walls that are very small and hard to fit through. If you manage to crawl through these holes, you can enter **Level 19**, and the hole will disappear behind you. It should be mentioned that these holes are very rare, and there may be an easier way of accessing **Level 19** that has not been discovered.

**Level 19** is very hard to escape from. Either no-clip into the Negative Levels or take a very complex path that only one person has found. The path apparently leads to Level 20.

## Author:

Original Author: Reddit User u/BendyBoi3393

[ Level 18 << Level 19 >> Level 20 ]
Sub-Level 27.5

**Sub-Level 27.5** is a Sub-Level Between Level 27 and Level 28.

## Description:

The walls were made of wood planks. A light kind, and smooth. Walls, floor, and the roof is made of this material. I found myself stepping down into a room with fake windows in the back, and a pillar in the middle of the room. I managed to find 3 other people that are currently stuck down here. We planned an escape out, but it didn't work.

If you'd like, **Sub-Level 27.5** is "The Woodrooms Mirror" as we call it. We also made a group called 'The Only Ones'. Pretty bad but we've basically lost a little sanity by now. No picture is provided because the camera seems to not want to work here.

We haven't found any entities for some reason. This place seems empty, and long abandoned. Whatever happened here something possible might of took over and is hiding in the shadows or maybe something else. We don't have any explanation for this.

## Entering and leaving Sub-Level 27.5:

I have been here simply from accidentally tripping into a wall at Level 11 or something. I lost count of which level I was on somehow. When I fell in, it was fairly similar, and I couldn't get out. I'm still stuck here. No possible way of escaping is known yet.

## Author:

Original Author: Unknown Fandom User

[ Level 27 << Sub-Level 27.5 >> Level 28 ]
Level -3

**Level -3** is the 3rd Negative Level of The Backrooms, its composed entirely of mirrors, and is very disorientating.

## Description:

**Level -3** is still mostly unexplored, but someone has managed to retrieve a picture. It seems to be built fully out of mirrors. Entities, which are mainly hostile on this Level, are common, about as common as on Level 3. There are several types of entities in this Level, including strange floating glass icosahedra nicknamed "disco balls", the omnipresent hounds, and one unseen entity that changes your appearance in the mirror. In some cases objects can pass through certain mirrors in -3 and become physically reflected; doing this is not recommended, as it seems to be irreversible and is rumored to be dangerous. Under absolutely no circumstances should one attempt to pass through a mirror on **Level -3** oneself.

Apart from sounds made by hounds and human explorers, this Level is entirely silent. WiFi is available — it can be accessed similarly to the network on Level 3, except the password is instead "itsawyou". Wireless charging ports are occasionally available, taking the form of unmarked, seemingly random locations on the floor.

## Colonies and Outposts:

There are no known colonies or outposts on this Level.

## Entering and leaving Level -3:

**Level -3** is most likely accessed through Level-1 or Level -2, as most of the earlier Negative Levels are.

It is unknown how to leave **Level -3**, or if there is an escape.

## Author:

Original Author: Anonymous Fandom User 75.90.247.157

[ Level -4 << Level -3 >> Level -2 ]
Females

**Females** (雌, *Jōyō*), are the biological term used throughout the many worlds, and beyond. They are a gender identity within the binary genders. **Women** (女, *Onna*) is a term used for adults and corresponds to the term's girl (for children and adolescents), female (adjective) and femininity.

"*.*"

—About Females.

## Overview

### Anatomy and Design

Children born with vulvas are often raised with the expectation that they will identify as women, although intersex children may also be assigned to this identity while not possessing all of the above characteristics. Women may be cisgender (assigned female at birth and identifying as female) or transgender (assigned male at birth yet identifying as female).

Identifying as a woman is often associated with female sex characteristics such as a vagina, a uterus, wide hips, breasts and a high-pitched voice, as well as a feminine gender expression and gender role, but these are not neccessary, and it is still possible to identify as a woman without them.

## External links

* Females *Wikipedia* — Wikipedia article on assassins.
* Females *MOGAI Encyclopedia*
* Females *Gender Wiki*
Secret: The End

**The End** resembles a giant empty library, similar to a library it has small computer systems strewn across it.

## Description:

**The End** is a trap room to make people think they escaped The Backrooms. Many people know its a trap and tell others to avoid it at all cost. Accounts say that they went in there not knowing it was a trap and regretting it afterward. Getting trapped in here results in several different possible outcomes, it can trap you there, and your unable to escape, it can send you to a random Level, or Negative Levels, it can summon an Entity in the room, and it can send you to a fake reality where you're still haunted by The Backrooms.

## Entering and leaving The End:

To Enter, you must find a Wooden door in seemingly any Level, although this door disappears after entry, and there is many other unconfirmed ways of entry.

To Exit, this Level Can send you to a random Level, Negative Levels included, or running HHui889.exe on a desktop will teleport you to The Hub.
Level 17

**Level 17** is the 18th Level of The Backrooms.

## Description:

**Level 17** appears to be the insides of a cargo ship spanning hundreds of thousands of kilometers, with a majority of the Level being corridors and stairwells. Occasionally, one may come across a flooded hallway, remaining in this flooded hallway will eventually bring you back to Level 7.

While mostly devoid of entities, there is one type which is exclusive to it. Imprints, they look the exact same as those who have previously explored **Level 17** and mimic the same exact movements they made throughout the Level. While not physically dangerous, looking at an Imprint causes great amounts of distress, and looking one directly in the eyes is able to put you into a comatose state, the cause of which is unknown.

Upon an Imprint reaching the point in which the explorer it's copying either leaves the level, or perishes of unknown cause, they appear to simply fade away, before reappearing at their "entry point" after a period of 24-72 hours.

Heading up several flights of stairs will eventually bring you to the "upper" floors of **Level 17**, while appearing to have glass windows and doors with "light" coming from them, they cannot be opened, nor can they be broken. Being directly in the light emitted by these seems to cause one to begin to suffocate as if underwater, this persists until either out of the light, or until you asphyxiate to death. Along with this, "Windows" are occasionally able to appear here, although they are extremely uncommon.

Heading down the flights of stairs will lead to the cargo hold of the ship. huge cargo containers that span the bottom of **Level 17**. these cargo containers are usually empty with little inside but with some full seemingly random items. these containers are placed awkwardly in the middle of halls and doorways blocking some paths. the stars continue down but are blocked by a cargo container.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 17:

It can be accessed by approaching a white light that can be very faintly seen in the distance while exploring Level 7, after 7-21 hours of approaching, you will abruptly find yourself in **Level 17**. Some doors in Level 16 also lead here.

There are only three known ways of leaving **Level 17**, one of which is by reaching the "top" of the Level, unlike the floors leading up to this point, the light of this floor will not cause you to suffocate. At this point, simply stare into the sky for a period ranging between 1-2 hours. Eventually, this will cause you to end up within Level 11. The other way is to stand in one of the flooded hallways found within for 2-4 hours, which will bring you to Level 7. The third way is through certain hallways, which will result in entry to Level 18.

## Author:

Original Author: Reddit User u/Smbfanexe

[ Level 16 << Level 17 >> Level 18 ]
Level -5

**Level -5** is the 5th Negative Level of The Backrooms, and is described as a field landscape with a layer of snow.

## Description:

**Level -5** is described as a field landscape with a layer of snow. Unlike most other Levels, **Level -5** appears to be completely devoid of any entities. Travelling in any direction will eventually return from the rear of where you started. Because of this, it is believed the overall space of **Level -5** is smaller than most other Levels. This Level also has no color whatsoever.

Deep within **Level -5**, a small concrete building can be found Resembling a WW2-Era Pillbox with a door on one side and a small stepped gun embrasure on the other. Peering into the embrasure is described as pitch black, Although entering the door on the other side appears a hallway similar to Level -2s "The Hall of Dull Flames" The only difference being that the light stays a blood-red color, The hallways is described as "Never ending" With a pattern of small placards on the wall reading "NEW YEARS 1945".

Those who have moved deeper into the hallway have gone insane, and it is unknown if it is possible to find the end to the hallway with your sanity intact.

You may also find guns like the Sturmgewehr 44, and Maschinepistol 40, which allows defense against certain entities, which can save you in many scenarios.

Ammo here is also common, with ammo depots often leading to places where guns appear.

Along with that, old 1940s style Coca Cola bottles can be often found.

## Colonies and Outposts:

### The Preservers

* Heavily Armed with German Weaponry from WWII.
* Friendly.
* Comprised of many German-English Speaker
* Led by a "Hans Meyer" as a "General."
* Population of around 430
* Biggest settlement in **Level -5**

## Entering and leaving Level -5:

**Level -5** can be found by venturing deeper into Level -4.

The exit leading to Level -6 Is believed to be at the end of the end of the infinite hallways , although further descriptions are yet to be documented.

## Author:

Original Author: Fandom User OrahCudiah

[ Level -6 << Level -5 >> Level -4 ]
Levels

This is a list of Levels.

Sub-Levels
Secret Levels
Negative Levels

## Levels 0-99

#### Quantum Stable Levels (0-8):

* Level 0 - "The Lobby"
* Level 1 - "Lurking Danger"
* Level 2 - "Pipe Dreams"
* Level 3 - "Electrical Station"
* Level 4 - "Abandoned Office"
* Level 5 - "Terror Hotel"
* Level 6 - "Lights Out"
* Level 7 - "The Flooded House"
* Level 8 - "Cave System"

#### Quantum Fluctuant Levels (9-99):

* Level 9 - "Darkened Suburbs"
* Level 10 - "Field Of Wheat"
* Level 11 - "The Endless City"
* Level 12 - "Matrix"
* Level 13 - "The Apartments"
* Level 14 - "The Military Hospital"
* Level 15 - "Futuristic Halls"
* Level 16 - "The Mental Asylum"
* Level 17 - "Cargo Ship"
* Level 18 - "Memories"
* Level 19 - "Crawlspace"
* Level 20 - "Warehouse"
* Level 21 - "Numbered Doors"
* Level 22 - "Abandoned Parking Lot"
* Level 23 - "Factory Of Overgrowth"
* Level 24 - "The Moon"
* Level 25 - "Out Of Order"
* Level 26 - "Otherworldly"
* Level 27 - "The Woodrooms"
* Level 28 - "The Long Hall"
* Level 29 - "Artistic View"
* Level 30 - "Avian Conservatory"
* Level 31 - "Rubik's Cube"
* Level 32 - "Entertainland"
* Level 33 - "The Infinite Mall"
* Level 34 - "Sewer System"
* Level 35
* Level 36 - "Airport"
* Level 37 - "Welcome To The Jungle"
* Level 38 - "Conglomerate Combination"
* Level 39 - "The Reflection"
* Level 40 - "Running Arcade"
* Level 41 - "Drainning Darkness"
* Level 42 - "Everlasting Wait"
System requirements

This is a list of **system requirements** for *Thronefall*, which can be played on Microsoft Windows or macOS.

## Microsoft Windows

* Requires a 64-bit processor and operating system
* **OS:** Windows 10
* **Processor:** Intel® Core™ i5-9600
* **Memory:** 4 GB RAM
* **Graphics:** Nvidia GeForce GTX970
* **Storage:** 300 MB available space
* **Sound Card:** Just whistle your favourite tune :)

## macOS

* Requires a 64-bit processor and operating system
* **OS:** macOS Ventura or later
* **Processor:** M1 or Intel equivalent
* **Memory:** 4 GB RAM
* **Graphics:** M1 or Intel equivalent
* **Storage:** 1 GB available space
* **Sound Card:** Just whistle your favourite tune :)
Level 4

**Level 4** is the 5th Level of the Backrooms, and the Level where Almond Water can be found most frequently.

## Description:

**Level 4** resembles an empty office building, though it is almost completely devoid of furniture. Some rooms on this Level have windows, though most of them have been completely blacked out. Any windows that have not been blacked out are considered traps and should be avoided at all costs.

**Level 4** is mostly devoid of entities. Hounds and Dullers are the only ones to have been observed. One person claimed they saw a Smiler, but no evidence exists. Because of this lack of beings, there are lots of people on **Level 4**. Scattered around this Level, water coolers, vending machines, and fountains containing Almond Water can be found. **Level 4** is very easy to escape from (and also return to).

**Level 4** is the best place to meet other people and find supplies. Before attempting to move onto the next Levels, you should stock up on Almond Water: you'll need it, especially in Level 5 and Level 6.

## Colonies and Outposts:

There are currently 3 known colonies and outposts in **Level 4**.

### B.A.S

(B.A.S stands for “Backrooms Analytical Squadrant”)

* The group consists of scientists skilled in certain areas, as well as architects.
* The group is known for their research, discovering many different things about the Backrooms.
* They are mostly friendly and open to trade, although a lot of them are quite reserved and not very open to newcomers.

### Amor Incrementum

* This group is a religious cult who worships agriculture.
* This group is one of the smallest groups in The Backrooms, being around 10 members.
* The only plants they grew were various species of mold, harvested from walls in Level 0 and Level 1.
* They're incredibly hostile and not normally up for trade, however if you have religious objects such as objects depicting Jesus or other religious entities, they'd (normally) be willing to trade.

### T.B.D

(Nobody knows what it means, it's what the call themselves)

* The group like to hoard things.
* The group is very small with only 6 members.
* The group will ignore you unless you try to interact with them.
* They only trade for really weird things.

## Entering and leaving Level 4:

There are many ways to reach this Level. Some of the most known ways are to enter its door in The Hub. You can also get here from Level 3 using the elevators.

**Level 4** has occasional exits that lead to Level 5 and Level 6. Most exits take the form of office-style stairways or occasional elevators that may even lead back to Level 3. As with almost all exits in The Backrooms, once you lose a direct line of sight with it, it may disappear unexpectedly.

## Author:

Original Author: Reddit User u/M654z

[ Level 3 << Level 4 >> Level 5 ]
Level -4

**Level -4** is the 4th Negative Level of The Backrooms, its a massive forest full of genetically invulnerable animals.

## Description:

**Level -4** is a huge open forest, expanding for hundreds of thousands of miles in each direction. It's inhabited by animals that look similar to animals on Earth, like bucks, bears, snakes, and birds. Unlike regular animals, these animals seem to be more aggressive, and the skin of the animals is made of reinforced scales that seem to be invulnerable to damage.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level -4:

The entrance to **Level -4** is unknown, as anyone who has been inside has woken up inside of **Level -4** after falling asleep in other Levels.

It is unknown if there is an exit to **Level -4**.

## Author:

Original Author: Unknown

[ Level -5 << Level -4 >> Level -3 ]