recursal/Fanatic-Fandom huggingface dataset:
The Wiltedyards

"The Crossroads"

Threat Level: High

Entity Count: High

Security: Low

## Appearance

The Wiltedyards is a crossroads between the Wiltedrooms and the Backyards, two different areas outside of reality. This level is very unstable and is a cross between level 0 on both versions. The level looks like a forest with grey grass, tall grey trees, a grey sky and grey leaves. (just about everything is grey) The level has a constant howling wind present. Sometimes the wind is very soft however it can get very violent, breaking down trees, destroying structures and knocking over people. Small structures that look like places in the wiltedrooms level 0 can be found around, completely devastated presumably by the high wind speeds. Lakes of apple juice from the backyards can be rarely found around the level. The level also seems to have been scorched in some places, with trees being dead and the grass being a charcoal black. Storms of incredible strength can manifest on this level at extremely high wind speeds, tearing canyons with its path and creating caves with the debris and rubble. Constant audible thunder and lightning can be seen up in the sky constantly. Wanderers that enter this level claim that Shadow Figures that look like entities from the wiltedrooms and backyards and floating eyes in the dark can be seen watching them, especially during times of great chaos.

## Entities

Due to the chaotic nature of this level, nearly any entity from the backyards and wiltedrooms can be found here except for ones like the Exterminator and the Watching Eye (Backyards) and the Acrobat (Wiltedrooms)

## Entrances/Exits

Entrances:

Getting close to a Decaying tree covered in black slime in either dimension will warp you here

Dying in level 14 to a cornstalker has an 0.26% chance to bring you to this level

Exits:

Finding a green tree and touching it brings you to Level 0 of the backyards

Finding a lone rotting wooden door standing in the middle of a field and going through it leads you to level 0 of the wiltedrooms

## Bases and Outposts

This level is completely inhabitable. No bases and outposts have been set up.

Author(s): kittysnail
Marisa

Marisa (b. 2009) was a Water wielder and a rider at The Eyrie from 2022-2027, bonded with unicorn named Demonic Nymph.

## Affilation

### Loyalty

* The Eyrie
* The Island

## Physical appearance

Marisa is a teenage girl whose skin color is presumed to be white, while her eye color is likely light blue. Her hair color is possibly blonde. Marisa's height is currently unknown. For a mutation, she has frost hair.

## Early Life

Marisa was born and raised in The Island. When she was 13 years old, she was called to try the Hatchery door. She was hatched her unicorn named Demonic Nymph and received the Water Element. She and Nymph are currently successfully training at the Eyrie.

## Personality

Not much is known about Marisa's personality although she might be competitive.

## Etymology

* Marisa is a name meaning "Of the Sea" from Latin Origin.

## Trivia

* So far it is not known which riders Marisa is in a quartet with as A.F Steadman has never specified that in the books.
Nightberries

## About

Black-colored berries that look similar to blackberries with white spots found growing on the corners of Level 0 and some other levels. They taste like oranges and maple syrup, and are mostly safe for human consumption however it can give you migraines uncommonly. Boiled Nightberries are extremely delicious.

## Initial discovery

Nightberries were found by team W-01 on Wiltedrooms expedition 003. Multiple clusters were found growing in the corners of a large room, and after examining the Nightberries in the TT Inc. labratory rooms, it was determined that Nightberries are present in void soda however void soda has not been replecated as of July 1st, 1998.

Author(s): kittysnail
Level -8

"Abandoned Sewers"

Threat Level: High

Entity Count: High

Security: Low

## Appearance

Level -8 is a abandoned sewer filled with knee-deep water. The entire level is mainly made out of concrete and exposed rebar, and the level has a lot of open dome-shaped rooms with lights on the top of them with several branching paths leading to more rooms. Metal scaffolding can be found near the top of some of the halls and rooms, with ladders leading up to them occasionally. Toilets and other features from regular level 8 can also be found here. A Complex and tight pipe system can be found around the level that entities like to hide in and ambush wanderers from.

## Entities

Grinners, Twisted, Wreeches, Torphyic, Scrapers, Sewer Monsters, and Identities all live in this level

## Entrances and Exits

Entrances:

No Clipping in Level 8 has a chance to bring you here

Finding a Manhole and going down it in Level 7 brings you here

Using a door labeled "Restroom" in Level 29

Exits:

Finding a rotting wooden door brings you to Level 10

Crawling into a pipe marked "11" brings you to Level 11

Finding an aluminum door and entering it brings you to Level 25

## Bases and Outposts

### The Manhunters

The Manhunters are a group of people that have tamed entities in this level and teamed up with them to kill other humans. They and their entity "pets" are extremely hostile and will kill you on sight.

### I.S.O.W.C Base Waste

This base has around 20 members and fends off entities. They mostly are not open to trade but they do not accept new members.

Author(s): kittysnail
Level 5

"Infinite Fun"

Threat Level: Moderate

Entity Count: Moderate

Security: Low

## Appearance

Level 5 takes the appearance of a seemingly infinite interior playground, mainly consisting of tunnels and small rooms with things like ladders and little "stepping stones" on the walls like those playplaces you would find in family diners. Entities like to lurk inside of the tunnels and ambush wanderers, so be careful when traversing. This level is very claustrophobic, so if you have claustrophobia you should somehow skip it or exit to further levels ASAP. Large rooms can also be found with dining tables that contain supplies uncommonly aswell. Ballpits can also be found rarely that seem to be bottomless. White windows of light can be found however they are unbreakable. These help illuminate the level.

## Entities

The only entities found on this level are Deathspiders, Scrapers in the tunnels, Shadow Eyes and on rare occasions Distorted and Identities.

## Entrances/Exits

Entrances:

Finding a children's play set and sliding down a slide in Level 4 will bring you here

No-clipping into the floor on Level 0 will bring you here

Exits:

Finding an office door and entering it will lead to Level 6

Going far enough out until the children's tunnels start becoming sewer pipes will bring you to Level -8

Sinking into a ballpit takes you to Level 7

Finding a door labeled "restroom" and entering it takes you to Level 8

## Bases and Outposts

~~No bases and outposts have been created on the level as of October 7th, 2022.~~

### I.S.O.W.C Base Playplace

An I.S.O.W.C base with around 56 members, that owns 30 guns and 8 machine guns. They are heavily armed, and will aid wanderers on their travels.

Author(s): kittysnail
Deathspiders

Habitats: Some

## Appearance

Deathspiders are unusually large spiders with an extremely powerful bite compared to that of a snapping turtle. They have large orb-like abdomens, yellow in color and covered in black dots. They have 300 eyes, however only 13 of them are visible to the naked eye.

## Behavior

Deathspiders dont attack unless you get too close or provoke them, so it is a good idea to leave them alone. Deathspiders like to live in tight spaces filled with lots of moisture but can also be seen wandering in outside areas. They tend to make massive nests in the form of incredibility large spiderwebs covered in hundreds to thousands of Deathspiders. Deathspider females have an extremely poisonous but less strong bite compared to the males extremely powerful snapping turtle strength bite. 1 in every 100 deathspider is a queen, and Deathspider queens give birth to giant amounts of deathspiders very quickly and there is at least 4 or more in each nest.

## Do's and Dont's

Do:

Stay away from them if you can

Be very careful around them if forced to be near them, you can offer them things such as dead blorgs for food as offerings

Dont:

Provoke them

Disturb their nests

Get poisioned, it is very lethal and must be cured with an antidote

Author(s): kittysnail
Level 31

"Parking-Lot-O'-Frenzy"

Threat Level: High

Entity Count: Moderate

Security: Low

## Appearance

Level 31 is a seemingly infinite forest coated with a thick, pitch black fog with parking lots scattered about it that have streetlights illuminating them that penetrate the darkness, allowing some vision however the lights do not shine through the fog, making it much harder to tell where another parking lot is. Lakes can be found scattered about the level of toxic Void Soda, do not drink this. An expansive cave system lies beneath the level, do not enter this as it is infested with entities as well as being flooded with an unknown Corrosive Substance that melts flesh and bone to the touch. Occasionally, it does rain on this level. The rain has been confirmed to be partially Void Soda, however it is of the toxic variety so do not drink it.

## Entities

Scrapers, Torphyics, Grinners, and Flesh Adders are all of the recorded entities that lurk on this level.

## Entrances and Exits

Entrances:

Checking out at the front desk on Level 30 and leaving

Exits:

Finding a rotting cabin and entering it takes you to Level 4.2

Finding a fire exit and entering it takes you to The Mattress Maze

Following a dirt path with signs labeled "corn maze" will eventually take you to Level 14

As you keep persisting on this level, it will eventually begin to snow. Continue to persist at this point and you will be taken to Level 32

## Bases and Outposts

This level has no human settlements known to exist on this level

Author(s): kittysnail
Level 36

"Your Burial"

Threat Level: Unknown

Entity Count: Unknown

Security: Unknown

## Appearance

Level 36 looks like a foggy forest at nighttime, with a curving and winding road splitting through it, and the trees arch and loom over the road threateningly as streetlights illuminate the road, however many claim that it feels like they stare back. This level has a very chilly temperature, and a void-like sky that seems to stretch into infinite blackness. The moon can be seen on this level, however the moon is giant and looming as well. Many wanderers get scared by the structure of the level itself, as it feels highly towering and menacing. This drains the sanity of wanderers trapped here quickly, making them vulnerable. This however is about all the documentation we have on this level, as it is very mysterious. Some wanderers claim they saw entities lurking in the trees, some say that the moon started out small and got bigger with time, and some even say that the level itself seemingly tried to devour them. All information is inconsistent, and different for every wanderer who traverses here.

## Entities

Some wanderers claim that they saw entities lurking in this level, however this has all been unconfirmed. As stated beforehand, all information on this level is highly inconsistent.

*Except for one piece. Many have claimed that they saw them, watching from the streetlights.*

## Entrances and Exits

Entrances:

Exiting Level 35 via school front doors.

No-clipping into the floor on Level 22.

Exits:

One of the only pieces of info about this level that is consistent that you will eventually find a town composed of retail establishments if you wander far enough, entering this taking you to Level 37.

## Bases and Outposts

Due to the anomalous and dangerous nature of this level, creating bases is infeasible. However many wanderers claim that they saw full I.S.O.W.C bases here and other wanderers, however they seem to just be more strange hallucinations or entities of some kind. The true answer is unknown.

Author(s): kittysnail
Level 11

"Roadtrip"

Threat Level: Moderate

Entity Count: Moderate

Security: Low

## Appearance

When first entering level 11, you will wake up on a bench in the forest on the side of a road that will always be going N-S and the bench will always be on the left side of the road. A Car will be parked near you on the side of the road near you. The Car model and time period can differentiate, although it has all seemed to be modern cars. The Cars on this level do not need gasoline to run, or keys to start it. You are encouraged to stay near the car as it makes it harder for the many entities in the forest around to catch you off guard. The apparent "goal" is to reach the end of the road without being killed, as this has a concrete house at the end with a staircase inside that brings you to level 12. The road trip is approximately 9 hours long going at a regular pace. No turns are ever on the road and it is always going straight, and no road signs have been spotted either. The level is constantly set at night time with a thick black fog constantly surrounding you. There is no moon or stars in the sky, and your best chance of not being in complete darkness is your headlights or a portable source of light like a lantern or a flashlight although the headlights are more reliable. No two wanderers have ever met on this level.

## Entities

Grinners, Torphyics, Shadow Eyes, Deathspiders, Twisted, Blorgs, Scrapers, Wreeches, and Distorted.

## Entrances and Exits

Entrances:

Entering a wooden trapdoor in the floor of Level 10 brings you here

Entering a Pipe marked "11" in Level -8 brings you here

Exits:

Going down the staircase in the house after the road trip takes you to Level 12

## Bases and Outposts

Because of the nature of this level, no bases and outposts have been set up

Author(s): kittysnail
Level 32

"Snowed-In-Streets"

Threat Level: High

Entity Count: Moderate

Security: Moderate

## Appearance

Level 32 looks like a long-abandoned, snowed-in town covered in graffiti and garbage. This level is extremely cold, so make sure to bring something to keep yourself warm here so you can survive. It never seems to snow in this level any more than lightly, however every 4 hours all the snow on the level is reset to its former state, seemingly when the level was created. No electricity seems to be present in this level, however somehow the streetlights and the streetlights alone manage to stay illuminated. This level has a day and night cycle that is 20 hours long, and at night more entities can be found as well as it being considerably colder, with it reaching below -15 some nights.

## Entities

Snowmen, Grinners, Shadow Eyes, Seated Presences, Stalkers, Torphyics, Tape Tormentors, Flesh Adders, and Blitzdogs.

## Entrances and Exits

Entrances:

As you persist on Level 31, it will begin to snow. Continue and you will be eventually sent here.

Exiting through the exit door on Level 18 can take you here.

Exits:

Finding a manhole and entering it takes you to Level -6

Entering an office building takes you to Level 33

Entering a building like those on Level 34

Finding a trapdoor in a house and entering it takes you to Level 12

Finding and entering a car will cause you to have hallucinations and pass out, with you waking up in Level 11

## Bases and Outposts

### I.S.O.W.C Base Snowed-in

A base with around 30 members located near a warehouse. Will supply wanderers with the necessary supplies to survive this level, and further ones.

### Snowflake Survivors

A group of 16 people that have been surviving in this level for a year. They are friendly and will accept new members.

Author(s): kittysnail
Level 15

"Towering Garden"

Threat Level: Low

Entity Count: Low

Security: High

## Appearance

Level 15 is a thin forest with areas of various sizes sectioned off by towering stone brick walls. Things such as beds of flowers, small tool sheds, outhouses, wells, water pumps and park benches scattered around. All the water on this level contains extremely high amounts of salt and is unnaturally light blue. This level has a completely cloudless sky and has a day/night cycle. Days and nights only last 20 minutes in this level, and no stars, sun or moon have been seen either but the level acts like it has a sun and a moon.

## Entities

Some entities come out during the day and some come out during the night. Look at the list below for detailed info

* Torphyic - Night
* Grinners - Night
* Deathspiders - Anytime
* Distorted - Night
* Wreeches - Day
* Identities - Day
* Dreadroaches - Anytime

## Entrances/Exits

Entrances:

Finding the exit to the maze in Level 14 brings you to this level

Noclipping into a tree on Level -0 brings you to this level

Exits:

Entering an outhouse has a 12% chance to bring you to Level 8

Finding a Supermarket and entering it leads you to Level 16

Falling asleep on a park bench can bring you to Level 3

Re-entering the maze of Level 14 through the exit brings you back to that level and you are put in a random location

With a 1% chance, tripping at night can bring you to Level Δ

## Bases and Outposts

### The Wranglers

The Wranglers are a group of humans with around 22 members (although it seems to be growing) that are cannibals and will hunt down people and devour them and even eat their own dead. They should be avoided at all costs and mainly scout at day and hunt at nighttime.

### The Researchers

The Researchers are a group of people with around 16 members (previously 20 but they fell victim to the wranglers) that research the flora and fauna of the wiltedrooms, and have stationed on level 15 mainly.

Author(s): kittysnail
Level 9

"Acrophobia"

Threat Level: High (Lots of non-entity hazards)

Entity Count: None

Security: High

## Appearance

Level 9 is made out of gigantic and towering hotels stationed above a white and foggy void connected most of the time by fragile metal scaffolding bridges. The hotels are similar to normal hotels, however they seem to have strange other rooms like office meeting rooms and cubicles. The foggy void below is very mysterious, and no one who has ever gone down there has ever been seen again. Some people claim that jumping down into the void will have you fall out of the sky into the Frontrooms, but this has never been confirmed. Radio Signals and any form of contact outside of the level does not work, as radios only emit static and no WIFI exists on the level either. The hotels are well-lit and the skies will constantly be cloudless and just as white and foggy as the void below. Sometimes the bridges connecting the hotels in level 9 collapse when traveled on too much. This level has an anomalous property where no other wanderer can be found on this level, completely isolating you, forced to look out into the foggy void that may even become your friend. Sounds on this level seem to not echo whatsoever and they tend to feel very drawn out. No two wanderers or anybody has ever seen each other on this level. Some people say that during their time on this level, they sometimes even saw the void staring back at them as they sat there for an undetermined amount of time, staring into the foggy abyss below....

## Entities

No entities have ever been seen on this level, and the claims of seeing something staring back at them on the level from the abyss have neither been confirmed nor denied.

## Entrances/Exits

Entrances:

Entering the elevator on Level 8 and taking it. This is a one way trip as the elevator vanishes behind you.

Exits:

Exits to this level are very mysterious. Some claim that jumping into the abyss will take you to the Frontrooms however this has never been confirmed. The only confirmed exit to this level is no clipping, this taking you to Level 10

## Bases and Outposts

It is impossible to create a base here as nobody has ever encountered each other

Author(s): kittysnail
Stalkers

Habitats: Majority of levels with dark areas

## Appearance

Stalkers are pitch black colored lanky humanoid creatures with slightly elongated limbs and seemingly no visible features apparent across their body aside from two, white colored glowing eyes. Their arms stretch out and end in points sharp as knives.

## Behavior

Stalkers live in the dark areas of the wiltedrooms, leaving only their eyes visible. They will stalk their targets before attacking. Before killing a wanderer, they will purposefully draw attention to themselves in order to let them be noticed. At this point, they will attack. They will kill you as quickly in the most dread-inducing way possible as a wanderer's dread alone seems to feed their near insatiable hunger.

## Do's and Dont's

Do:

If a Stalker tries to initiate attacking you, use it wanting you to look at it as an advantage. Draw a weapon of some kind is usually the best option, such as a firearm or knife, and attempt to attack it whenever it jumps at you. They may be dangerous, but they are quite frail.

If you suspect you are being stalked, if you are skilled in combat you should try and fight it, hopefully killing or deterring it enough for it to leave you alone. If you aren't a fighter, instead it is recommended to leave the level as soon as possible.

Dont's:

If you think you are being stalked by one or simply in general, do not attempt to locate noises from out of sight areas if you are in the dark.

Author(s): kittysnail
Rider's Tree House

Rider's Tree House was the residence of Quartet group for relaxation or free time activities.

## Notable Inhabitants

### Quartet

* Skandar Smith
* Roberta Bruna
* Mitchell Henderson
* Florence Shekoni

### Quartet

* Amber Fairfax
* Koby
* Alastair
* Meiyi

### Quartet

* Mariam
* Ajay
* Lawrence (formerly; nomad)
* Charlie (formerly; nomad)

### Quartet

* Niamh
* Arth
* Farukh
* Benji

### Quartet

* Romily
* Elias
* Walker

### Unknown Quartet

* Sarika
* Mabel
* Gabriel
* Zack
* Mateo
* Anushka
* Marisa
* Divia
* Naomi
* Albert (formerly; nomad)
Level -6

"Watery Descent"

Threat Level: High

Entity Count: Low

Security: Moderate

## Appearance

Level -6 is a descending pool stairwell. Level -6 shares some features with Level 6, such as the descending staircase, however the level only consists of the staircase and no rooms. You will start at the very top of the staircase upon entering the level, and the apparent goal is to reach the bottom. At the bottom of the staircase, you will be met with an infinitely sprawling ocean of dirty water. You must then enter this ocean and reach its bottom, where the exit can be found. Dirty concrete walls can be found surrounding some areas of the level. A sprawling cave system also lies beneath the ocean, with undocumented and strange fish living within it.

## Entities

Only one entity can be found on the level, those being Sewer Monsters.

## Entrances/Exits

Entrances:

No-clipping into the floor of Level 6

Using a door in Level 29 labeled "Restroom"

Exits:

Finding and entering a manhole at the bottom of the sea brings you to either Level 7 or Level 8

## Bases and Outposts

This level is much too dangerous to live in, so no bases have been set up and most likely there never will be.

Author(s): kittysnail
The Wiltedroom

"The Beginning and end of it all"

Threat Level: ?

Entity Count: ?

Security: ?

## Appearance

A Completely pitch black room of seemingly infinite size with a chair in the center illuminated by a single, dim, hanging light. People who enter here will also experience complete and total silence. This level was discovered on march 7th, 2001. Since then, many human samples have been retrieved. The samples seemed to stop decomposing after a certain point in the process. All samples were found sitting in the chair in the center of the room. Samples appeared to be deceased with a large gash in their chest filled with strange maggots. These maggots have proved impossible to study thus far to do various things that seem to kill the creatures. It is believed that these creatures are larvae of some sort, and this level is a central hive for all the creatures in the wiltedrooms.

## Entities

Entity [REDACTED] resides here, however it has been hidden from the view of non high-level members of the I.S.O.W.C.

## Entrances/Exits

Entrances:

This has been unconfirmed, but anybody can be dragged into the Wiltedroom by Entity [REDACTED] at any time. The I.S.O.W.C also have a direct entrance in and out for the level hidden from veiw of wanderers.

Exits:

There is an exit, however it has been compromised and hidden by the I.S.O.W.C

## Bases and Outposts

The I.S.O.W.C have set up a hostile base at the in and out of the level that they discovered somewhere in the wiltedrooms or our world, but it has been hidden away for quite some time now.

Author(s): kittysnail
Regularly Scheduled Programming

```
Hello and welcome. Stay here for a little while will you, you wouldn't want to miss your Regularly Scheduled Programming?

```

The Regularly Scheduled Programming, also known as Entity [REDACTED], is the beginning. The end, yet there is none. This will go on forever. Just like your Regularly Scheduled programming. Yet a mimic to entertain you, to make you happy. Yet you still accept it when nothing is real. Think about the Backrooms. Now think about here, The Backyards, The Voidclusters, everything. All fake. A copycat of the original. But even the Original is a copycat in some ways. I am here. I am created. I am the god of this area but not. Because a real god... does not follow, and cannot be forgotten. Yet however... real things do come to an end. Shattered and lost, they scatter yet wilt in their scarcity.
Hilary Winters

Hilary Winters (b. possibly 90's) was a Chaos Cup rider in 2022, however she lost as she broke her hand and got burnt during the championship. She was an Earth wielder, bonded with unicorn named Sharp-Leaved Lily.

## Physical appearance

Hilary is a woman with long blonde hair and white skin. She possibly has blue eyes and her height is not specified.

## Early Life

Not much is known about Hilary's ealy life except that she was born and raised in The Island. When she was 13 year old, she was called to try the Hatchery door, she hatched her unicorn named Sharp-Leaved Lily and received the Earth element. After finishing her studies at the Eyrie, she became a chaos rider. During 2022 Chaos Cup championship, she lost as she got injured. She competed against other famous riders Aspen McGrath, Frederico Jones, Emma Templeton, Tom Nazari and Alody Birch.

## Personality

### Etymology

* Hilary is a name of Latin origin meaning "happy or cheerful".
* Winters is a surname from German origin meaning "Wet season".
Level 30

"Cabin Hotel"

Threat Level: Moderate

Entity Count: Moderate

Security: Pristine

## Appearance

Level 30 appears to be a large wooden cabin that has been refurnished, redecorated and edited to form a hotel of sorts that is around 6 square miles in size. Upon entering the level you will be placed near the reception desk. There you will meet the receptionist - a large nutcracker entity that is sentient but stationary. Ask politely for a room and a key will appear for your room. Take the key to your room, unlock it, get yourself comfortable and board up your room for nighttime. Outside the windows, it appears to be Level 21 with several entities calmly wandering. You cannot break these windows however, they seem to be indestructible. There does seem to be a day and night cycle, and when it goes night, the lights in the hotel shut off. During these hours, dangerous entities roam the vents and other areas of the hotel. Vending machines can be found that require quarters like any other, and can give you useful items like Void Sodas.

## Entities

This level is staffed by friendly Scrapers, however entities like Torphyics and Grinners can be found in the vents at night and also wandering the hotel. Deathspiders also like the make webs in dark corners and closets.

## Entrances/Exits

Entrances:

Asking a tape tormentor kindly about the exit on Level 29

Using an elevator on Level 29

Exits:

Checking out at the front desk and leaving takes you to Level 31

Leaving the hotel without checking out takes you to Level 11

## Bases and Outposts

### I.S.O.W.C Base Hotel

I.S.O.W.C Base Hotel is a WIP base being built near reception. They are on good terms with the staff.

Update: I.S.O.W.C Base Hotel has been finished. It has 40 permanent members, and helps supply the staff in exchange for things like food and weapons.

Author(s): kittysnail
Level 45

"Stormwoods"

Threat Level: Moderate

Entity Count: Low

Security: Low

## Appearance

Level 45 appears to be an infinite forest that is constantly storming and stretches on infinitely. This level's storming fluctuates at times, with it bouncing between having very dangerous storms to light rain. At one time, there were reports of F2 tornadoes on the level, although it has never happened since. Mannequins can be found randomly all over the level, as well as heavily damaged cabins. Wild strawberries and blueberries have also been found. This level is very sparse on objects, but Void Soda has been found to be somewhat reliably found. There was also one instance where Coca Cola Abyss was discovered. Floating purple orbs of light can be found on the level, touching them takes you to a random spot on the level and causes the orb to vanish.

## Entities

Dreadroaches and Torphyics are the only entities confirmed to ever inhabit this level.

## Entrances and Exits

Entrances:

Level 45 can be going further into the storm in Level 44

Exits:

Level 45 can be exited by finding a lone wooden chair on the level, sitting on this chair causes you to be sent to Level 46 and the chair will relocate to a new area

In one instance, touching a purple light took a wanderer to Level 16, this has not happened since

Author(s): Kittysnail
Level 12

"The Cellar"

Threat Level: High

Entity Count: Unique Entity

Security: Low

## Appearance

Level 12 is a dark and dingy basement that is entirely made out of concrete. Crates and metal shelves can be found everywhere that sometimes have have supplies in them. The ceiling of this level is mostly metal grating with a crawlspace above it that the Acrobat likes to crawl around up there in. Fuse boxes and other electrical equipment. Other basement things can also be found here like random furniture, washing machines, and tools. A Complex system of vents resides on this level that the Acrobat also uses to hunt prey. These vents may lead to other levels too although this is rare. This level has light fixtures hanging from the ceiling although they do not work, and it has been revealed that they do not have any wires or power sources attached to them. Pipes and machinery can be found around the level filled with tar and Void Soda.

## The Entity

The only entity on this level is The Acrobat.

## Entrances and Exits

Entrances:

Reaching the end of the road trip in Level 11 and going down the staircase in the house brings you to this level

Exits:

Finding an industrial elevator and taking it down leads to Level 13

Entering a fire exit takes you to Level 2

Entering a vent has a chance to bring you to Pocket A or Pocket B

Hiding from the acrobat has a 5% chance to bring you to Level Δ

## Bases and Outposts

Due to the nature of this level, setting up any settlements is impossible

Author(s): kittysnail
Bludrink

## About

Bludrink is an uncommon drink found inside some levels of the wiltedrooms. Bludrink is a nourishing drink that has a similar taste to that of blackberries. Bludrink is a very undocumented drink for the most part, not being known how it was made however it is speculated that it is a reversed version of Liquid Pain from the normal backrooms, not inflicting pain but healing the persons wounds. The label on the drink reads "Bludrink!" in a light blue colored silly-looking font with Japanese text below it reading "Wound Cure". Although Bludrink is very nourishing, drinking lots of it can cause severe sanity loss.

## Initial discovery

Bludrink was first discovered on a corpse in Level -0. The bottle has half empty and most of it had spilled on the ground. The bludrink seems to be spilled all over their face.

Author(s): kittysnail
Level 40

"Shallow Waters"

Threat Level: Moderate

Entity Count: Moderate

Security: High

## Appearance

Level 40 is a maze of underground hallways made mainly out of tiled marble and concrete with metal railing with a constant pool of shallow water present in the slightly lower dipped floors that make up most of the level. Vents are present along the walls, and lights are present on the ceiling in most areas. Areas without lights tend to drop off quickly into complete darkness, leaving you vulnerable. The geometry of this level is very non-euclidean, with the rooms often shifting around as you travel confusing you and making the creation of a map of the level impossible, as well as the creation of bases. Signs can be found on the walls leading you in different directions, however the text on them is in Japanese and often says random words rather than actual locations. They don't seem to lead you anywhere in particular, however some wanderers have claimed following these has helped them find the exit faster.

## Entities

Blorgs, Identities, Wreeches, Twisted, Distorted, Flesh Adders, and Decayed are all confirmed to lurk here.

## Entrances and Exits

Entrances:

Finding and using an elevator on Level 39

Exits:

Randomly no-clipping in a dark area takes you to Level 41

## Bases and Outposts

Due to the level's geometry shifting constantly, bases cannot be established.

Author(s): Kittysnail
Blorgs

Habitats: Mainly earlier levels

## Appearance

Giant slug creatures about the size of a fully-grown humans foot. They have a wide mouth going down their whole body starting at the front and ending just at the back that is held together by strands of flesh. Blorgs have whiskers on their sides. They leave a trail of a grey, bubbling substance that acts similarly to sulfuric acid although it does not hurt Blorgs.

## Behavior

Blorgs are agressive and territorial creatures that will attempt to maul you to death if you get too close to them or their young.

## Do's and Dont's

Do:

Back away slowly from a Blorg

If you are forced to defend yourself, try crushing it with something like a large rock, they are rather frail for their bite strength

Dont:

Anger the Blorg

Approach Blorg young

Author(s): kittysnail
Level 3.1

"Soda Vault"

Threat Level: None

Entity Count: None

Security: Pristine

## Appearance

A Small, white room with tons of Void Sodas scattered about. White vines grow from the floor and a door is present in the middle of the room that brings you back to Level 3.

## Entrances/Exits

Entrances:

Falling down a deep pit with a white light at the bottom in Level 3.

Exits:

Going through the door in the middle to return to Level 3.

## Bases and Outposts

The level is much to small to set up any bases in and all attempts seem to result in the base and all its inhabitants vanishing never to be seen again

Author(s): kittysnail
Level 4

"Deserted"

Threat Level: High

Entity Count: Low

Security: Moderate

## Appearance

Level 4 is an infinite desert almost completely devoid of life. Upon entering the level every person will begin in an abandoned house in the middle of nowhere that contains little supplies. The supplies can range from Void Sodas and Lighters to Triple Barrel Shotguns. This level is very dangerous due to the possibility of Diamondfang encounters, dying of dehydration and heat stroke. (Tempratures average around 90-124°) The level is mainly flat, however large sand dunes can be seen towering in the distance that can reach extremely high elevation. Cacti in this level can be found, but are quite uncommon. Sometimes, caves that reach down into the sand can be found. These are surprisingly stable, considering that the level has been confirmed to be entirely made out of sand. However the stability down there is more unstable, ranging from Low to None. Diamondfangs also lurk down here more.

## Entities

This level has little to no entities, with the only documented ones being Diamondfangs and their variant Red Cubefangs.

## Entrances/Exits

Entrances:

Entering a decrepit door in Level 2 will lead here

Exits:

Finding a childrens playset and sliding down the slide will bring you to Level 5

Finding a door with a circle on it and going through it will lead to Level 0

Touching a yellow cactus will bring you to Level -4

Finding and touching an alive rainforest tree takes you to Level 4.2

## Bases and Outposts

### Base Refreshment

Base refreshment is an I.S.O.W.C base that exists to keep wanderers stocked up on items and keep them alive while traversing the level

### Base Rehydrate

A Secondary base refreshment that is slightly smaller but serves the same purpose as base refreshment and is run by the same organization

Author(s): kittysnail
Level 23

"Field of Tears"

Threat Level: Moderate

Entity Count: High

Security: Pristine

## Appearance

Level 23, also known as the Field of Tears, is a field of undetermined size with small forests and villages scattered about them. The forests of the level are composed of oak and birch trees, and the villages have various wooden houses and small street blocks with cars and other things like power lines and streetlights. This level also has a day and night cycle. During the day, no entities are present on the level. However at night, various hostile entities come out to hunt wanderers. It sometimes rains in this level and it often rains heavily for days at a time causing floods occasionally. An abnormal amount of thunder and lightning happens during rain, so it is advised to stay away from tall objects as you are very likely to be struck. All WIFI and internet will go out in the level during rain.

## Entities

Identities, Scrapers, Blorgs, Dreadroaches, Wreeches, Twisted, Distorted, and Flesh Adders roam this level at nighttime.

## Entrances/Exits

Entrances:

No-clipping into the floor of Level 22 brings you here

Entering a field in Level 22 brings you here

Exits:

Finding a hatch inside of a house and entering it brings you to Level 24

Entering a manhole will bring you to Level -8

## Bases and Outposts

### I.S.O.W.C Base Village

A small I.S.O.W.C base set up in a village. Has around 25 members and is equipped with lots of supplies.

### The Survivors

A small independent group set up inside of a section of a village that will care for wanderers until they can leave the level and will house wanderers from the night.

### The Refusers

A group that was once part of the Survivors. They stopped believing in caring for other wanderers then themselves because they thought it would just end up getting them hurt. They are heavily armed and will kill members of the I.S.O.W.C, Backyards Visitors or The Survivors on sight and will refuse anything from wanderers and will tell them to "buzz off" with a few warning shots. They are very hard to spot as they avoid as much interaction as possible.

### Backyards Visitors Base Field

A base of backyards visitors that take interest in this levels similarities to backyards level 1.

Author(s): kittysnail, images by Goldfish Renders
Twisted

Habitats: A few of the later levels

## Appearance

Twisted are black, humanoid figures that look like they are made out of twisting black wires and large, black chunks. They also seem to be covered in a black slime. The upper half of their body and where their head would be is black, slimy, solid mass. Arms extend off of this mass, being an average of 2-5. Twisted make sloshing-like growling noises and have very squishy footsteps when they move. They also seem to be covered in giant eyes, all of them looking around in different directions like a chameleon. They seem to leave behind a trail of the slime that covers them wherever they go.

## Behavior

When a Twisted spots prey, they emit a loud and ear-piercing howl as they begin to chase the target. They are not very fast but fast enough to where you will have to run to escape from them. Once a Twisted has spotted prey, they do not stop hunting it. They will attempt to b-line to them at first, however if it seems that it is not working, they may flee and reroute and plan different strategies.

## Do's and Dont's

Do:

Flee from Twisted

Stay out of levels that a Twisted is or has hunted you on

Dont:

Go back to levels where one has chased you before

Follow or investigate any traces of the slime that Twisted produce

Author(s): kittysnail
Level 7

"Looping Woods"

Threat Level: High

Entity Count: None

Security: Moderate

## Appearance

Level 7 is a snowy spruce forest with evenly spaced trees all in an orderly line. No water has ever been found on this level except for the icicles and the snow that are everywhere. Dangerous icicles sometimes penetrate from the ground that are very sharp and deadly and can cause serious injury and bleeding. Humanoid stone statues can be found around that seem to move when nobody is looking at them however they have shown no hostile behavior. Any attempt to break these statues has been futile. Something important to note is that going too far out in the level will loop you back to the opposite side of the level. This level has a day and night cycle, it lasting 10 hours total. During the night, no entities can still be found, but it becomes much colder and easier to get lost and even step on the dangerous icicles.

## Entities

No entities live in this level unless you count the statues as entities. Your biggest threat will most likely be frostbite and the icicles.

## Entrances/Exits

Entrances:

Entering the door at the bottom of the Level 6 staircase will bring you here

Finding a random door covered in snow and ice will bring you to **Level 7** in any level

Exits:

Breaking stone statue has a chance to bring you to either Level 2 or 3.

Finding a toilet and touching it will bring you to Level 8

Finding an elevator and entering it allows you to enter any levels between 2-9. This level isn't always consistent and will sometimes bring you to a different level in the list, a negative or sublevel version of the selected level, or sometimes even mysterious levels although this is rare.

Entering a Manhole brings you to Level -8

## Bases and Outposts

### The Scorchers

The scorchers are a group of people who are set on melting all the snow and ice in the level and burning all the trees down for space for expansion. They are not affiliated with the I.S.O.W.C and have their own mysterious goals.

### Backyards Visitor Base Statue

An encampment in the northeastern part of the level with around 22 members.

Author(s): kittysnail
Tasty Burger

## About

Tasty Burgers are rare food items that are a good source of protein. They resemble burgers from the frontrooms. They can be found usually in levels 14+. They have wrappers on them usually that have completely randomized nutrition facts and a label reading "Tasty Burger" on it.

## Initial Finding

The first Tasty Burger was found on Level 19.
Jar of Sinksand

## About

Jars of sinksand are rare items containing sinksand. Sinksand is a special flesh eating sand found on Level -4, and entities fear it. It can be a very good weapon as it is extremely deadly if left on ones skin for even short periods of time.

## Initial Finding

The first jar of sinksand was found in a village on Level -4.
Flesh Adders

Habitats: Majority of later outside levels as well as a few inside ones

## Appearance

Flesh Adders are dangerous humanoid creatures made out of flesh. They live on various different levels, but are most commonly found on Levels 21 and 23 alongside other outside levels. They seem to be able to see even though they have no eyes in their eye sockets.

## Behavior

Flesh adders will target wanderers and immediately go up to them and stare into them with a paralyzing gaze of fear. Once their target is vulnerable, they attack them and add their flesh into their body, growing them and making them stronger.

## Do's and Dont's

Do:

Run from flesh adders and do not let them catch you

Attack flesh adders if they are small enough, they will be still vulnerable at that time.

Dont:

Allow them anywhere near you

Attempt to attack extremely large ones

Author(s): kittysnail, credit to trevor henderson for the image
Level 14

"Corn Maze"

Threat Level: Moderate

Entity Count: High

Security: Moderate

## Appearance

Level 14 is a corn maze of undetermined size, although it is believed to be infinite. The Maze's floor is dry dirt and the walls of corn are extremely thick, making them extremely hard to navigate through. This level has a day/night cycle with more entities coming out at nighttime. This level rarely has structures although barns and grain silos have been found on a few occasions. This level has a near almost completely cloudless sky with no visible sun or moon, and the sunsets are often a bleak grey color with the night sky being completely pitch black. Pumpkins can also be found growing around the level just about anywhere you go.

## Photos

This is a collection of all the photos taken or found in the level of the level.

An image of a sunset found on a corpseAn image of the level at daytime taken by a member of the GladesmenPhoto of the level at night, found on horribially mutilated body. (Likely to be victim of a Corn Stalker)Another daytime image of the level. Taken by member of the I.S.O.W.CAnother nighttime image of the level
## Entities

Lots of Cornstalkers (especially at nighttime). They are the only documented entities on this level and believed to be the only one.

## Entrances/Exits

Entrances:

Finding a metal door on Level 13 labeled "exit" and entering it leads you to this level

Re-entering the maze through the exit on Level 15 brings you back to this level and puts you in a random location

Exits:

Finding the exit to the maze leads you to Level 15

Dying to a Cornstalker has a 0.26% chance to bring you to The Wiltedyards

## Bases and Outposts

### The Corncutters

The Corncutters want to cut away as much of the corn they can on this level and make room for a possible civilization of their own. Their group is very restrictive and currently has 31 members. It does not accept new members but they can do limited trading in the form of pumpkins for items. They are not associated with the I.S.O.W.C or the gladesmen, and are in uneasy turns with them.

### I.S.O.W.C Base Cornbeaker

This I.S.O.W.C Base is generally used for the testing of strange wiltedrooms objects and the study of entities. It is set up inside of a large pumpkin farm repurposed previously found on the level.

### The Gladesmen

The Gladesmen are people who guide you to the exit of the level set up in a barn in the maze. They are organized by the W.E.G

### Backyards Visitors Group Cornstalk

A group set in a small village of around 22 members.

Author(s): kittysnail
SSSupreme Lighter Fluid

## About

SSSupreme Lighter Fluid is a brand of lighter fluid found in the wiltedrooms. It comes in large, blue cans with yellow text "SSSupreme Lighter Fluid!" written on it with an image of a dark blue lighter with an eyeball on it for branding.

## Initial Finding

The first can was found in Level 1 on a table.

Author(s): kittysnail
Entities

* [REDACTED] - Entity 0
* Torphyic - Entity 1
* Tape Tormenters - Entity 2
* Blorgs - Entity 3
* Scrapers - Entity 4
* Diamondfang - Entity 5
* Shadow Eyes - Entity 6
* Deathspiders - Entity 7
* Distorted - Entity 8
* Identities - Entity 9
* Wreeches - Entity 10
* Twisted - Entity 11
* Rotmoss - Entity 12
* Fake Doors - Entity 13
* The Acrobat - Entity 14
* Grinners - Entity 15
* Cornstalkers - Entity 16
* Dreadroaches - Entity 17
* Snowmen - Entity 18
* The Thing Beneath the Boards - Entity 19
* Zoe - Entity 20
* Flesh Adders - Entity 21
* Sewer Monsters - Entity 22
* Blitzdogs - Entity 23
* Stalkers - Entity 24
* Paint Tilters - Entity 25
* Seated Presences - Entity 26
* Light Ones - Entity 27
* Decayed - Entity 28
* The Figure - Entity 29
* NO DATA - Entity 30