recursal/Fanatic-Fandom huggingface dataset:
Level -7

**SURVIVAL DIFFICULTY:** *Class 2e*
**⯁ Unsafe**
**⯁ Stable**
**⯁ Altered Geometry**
**⯁ Enviromental Hazards**

Level -7 is the 7th negative Level of The Backrooms.

## Description

   **Level -7** consists of an endless neighborhood set at night, most of the buildings present are 7-11 gas stations, with plenty of supplies inside, with a single Faceling Cashier, but sometimes they are replaced with an actual Traveler, that got in their place willingly.

Most of the supplies inside of these gas stations are usually Cashew Juice, Energy Bars, Enery Drinks, and many other objects.

Most of the houses near the streets of **Level -7** are locked, sometimes furniture can be seen through it's windows, and breaking the windows is probably the only way to get inside.

Usually near the buildings there are plenty of wild-life, exploring these places are rather difficult, because of the many enviromental hazards.

If one will ever attempt to walk down the street, they'll realize that it extends up to infinity, as there is no known end, or start.

The gas pumps outside the store are functional, but they would serve no purpose as it would be impossible to have a car with you whilst traversing Levels. There are cars outside **Level -7**, but are locked and seem to be nonfunctional serving no purpose as there are no valuable objects inside the vehicles.

Plenty of trash cans exist outside the stores but are empty.

## Entrances

Digging your way up to the surface in Level -6 can get you here.

## Exits

Some of the 7-11 shops contain Backdoors, most of them are locked, but some may lead directly to Level -8.

« Level -8 | Level -7 | Level -6 »

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

**Credits**

**Close**

Author: Lxnar\_Whrxd

Images: Unknown Source
Janine Parkinson

Hello! It's me, the person you're reading about! The Corporation told me to write my own description here and other things for whatever reason... Anyways, here's me!

## Description

   I am a scientist in Lami- Lanimil Corp., gosh what a hard name to pronounce... i have long brown hair, wearing circular glasses, i have been scared of The Backrooms in the past, though all the researchers say that i have great potential, im not exactly sure what they mean by that.

Anyway, i have been a scientist here for 10 years, Yeah i'm 29 now, isn't that crazy, getting to work at 19? Haha! I'm usually very outgoing and other scientists really get along with me! Specially Dr. Tangei, weird name right? What i really do here at the Corporation is to document Levels and get a sample of any unusual material found inside, but usually that is a very hard thing to do considering that one, the material is unknown, two, we have no idea what it could do to me or if its way too hard to deal with...

Next to all of this text is me and Dr. Tangei, as said above, of course. Uh, there is not really much that i have to say about me, other than i work for the Corporation. And if you're asking, no, i do not remember how i got out of there, one thing i know for sure is that a pressed the wrong button on the computer, but i do remember being in The End to begin with.

## Biology

As said above, i have long brown hair, wearing circular glasses and i estimate around 5′6! I know, i'm pretty short, but that doesn't stop me from being who i am! Again, i am 29, no, i am not a man. I have encountered several people across The Backrooms, and i was all like "What the hell are they all doing here??", right??, i mean they are always doing something that not even I know, like gathering as many bottles of water they could.

So far the only Levels i've explored are Level 0, Level 4, Level 11 and The End, which are mostly safe being the reason why i was there to begin with... but i don't mind! I'd rather not die, please.

Yeah, that's atleast all that you need to know about me! It's a little silly that they had to redact my face and Dr. Tangei's, i mean we were just discussing what would happen if we put a single Smiler in a very bright room, seriously, wouldn't you want to see how it would react?

Anyways, see you on the flip-side! Get it? Because The Backrooms is another dimen- Whatever, that wasn't funny, bye!

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

**Credits**

**Close**

Author: Lxnar\_Whrxd

Images: Image by me.
Level 90

**SURVIVAL DIFFICULTY:** *Class 1*
**⯁ Safe**
**⯁ Stable**
**⯁ Stable Geometry**
**⯁ Bodily Harzards**

Level 90 is the Nonagesimal Level of The Backrooms.

## Description

   **Level 90**, Also known as The Metro, is a subway station that's about 20 miles deep in the ground, it's known that the Level submerges into the ground 10 meters per year, people can sometimes feel vibrations on the surface of the Level, due to the Level submerging, the concrete around the Level can break apart, along with debris falling from the roof, After exiting Level and somewhat re-entering, **Level 90** would somewhat fix itself.

The area you'll most likely appear in when you enter the Level is the Commercial Center, which is filled with stores, mostly operated by Facelings with uniforms, most of them are all clothing and markets, rarely Storage Centers that contain machinery and other tools, the stores may sometimes vary on sizes and be non-euclidean, from the outside looking incredibly small, while on the inside it is very big. However, most of these stores are all closed, finding a store that's still operable is very rare.

Once you travel far enough in the Commercial Center, you'll find some stairs, that can lead you to the The Metropolitan Station, the only area with a large concentration of Travelers, along with passive Facelings that are open to trade.

There are many stairs spread through **Level 90**'s Commercial Center, however only a few select ones are to get you to the Metropolitan Station, any other stairs will instead get you to another floor of the Commercial Center, luckily, many Travelers that have been here before have left a few notes scattered across the Commercial Center, allowing anyone to find the stairs to the Metropolitan Station with ease.

Every 1-5 Hours, an Subway Train may come, they will stop in the Station and then open their doors, after you enter the train you'll get taken to Level 90.1, After some hours there, you'll get transported to either an City level or one of the Main Nine Levels. Though these trains are only available on a few select days of the week, such as Tuesday, Thursday, Friday and Sunday. The Metropolitan Station is probably one of the most populated places of The Backrooms, in total there may be over one thousand residents in **Level 90** up to date.

This Level is completely devoid of hostile Life-Forms due to being completely eradicted by one of the first Residents, the leader being knowns as Strider.

## Entrances

One of the main entrances to **Level 90** is through any City Level.

A linear way to get to **Level 90** is through one of Level 89's staircases, one of which are incredibly mossy.

## Exits

Enter The Train to get to level 90.1.

« Level 89 | Level 90 | Level 91 »

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

**Credits**

**Close**

Author: ThePaglue

Images: Unknown Source
Object 1

**OBJECT SAFETY:** *Class 1*
**⯁ Danger Level: 0**
**⯁ Safety Type: Safe**
**⯁ Hazard Type: None**

Object 1 is the main source of hydration in The Backrooms and is a critical asset for one's survival.

## Description

   **Almond Water** is a object found in Levels across The Backrooms. It is a source of hydration, and nutritional value. It is a sweet almond flavored water that can be found in bottles of several different types, Such as **Coconut** and **Mint & Licorice**, typically from the brand "Victoria's Kitchen".

**Almond Water** can be found in clear water bottles, metal water bottles, glass wine bottles, and even cartons. It can be traded for, traded with, and can be used to repel entities and helps wounds heal faster and even avoids one's complete fall into insanity.

Apparently **Almond Water** can tame other Life-Forms, such as Deathmoths and can help calm down Facelings if provoked by accident, after giving said Faceling the **Almond Water** show him a gesture that means that you are sorry, afterwards they'll nod their head and leave you be.

## Identification

The Backrooms can have several liquids, many of them are not safe to drink. If you are unsure if a liquid is safe to drink, don't drink it and wait until you come across **Almond Water**, it has a faint smell of vanilla and rose water, and a subtle taste of sweet, watery almond butter. If it does not match any of said description, avoid it.

On some levels, **Almond Water** can flow out of pipes, fountains, faucets and many other things, however, this is rare. Make sure you properly identify any liquid before you consume it.

## Main Sources

One of the main sources of **Almond Water** of all The Backrooms is Level 4, **Almond Water** comes from it's constant Thunderstorm, giving everyone free access to said object at all times, it is best advised to get as much as you can, as you'll need it in future Levels.

Another source of **Almond Water** is from Level 10. From where Almond Fields are commonly cultivated there, and being the reason why its named "Wheat Fields".

« Object REDACTED | Object 1 | Object 2 »

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

**Credits**

**Close**

Author: Lxnar\_Whrxd

Original Authors: 1000dumplings

Original Page: Wikidot, Fandom.

Images: Unknown Source
Object 7

**OBJECT SAFETY:** *Class 5*
**⯁ Danger Level: 4**
**⯁ Safety Type: Unsafe**
**⯁ Hazard Type: Mental Hazards**

## Description

Object 7, more commonly referred to as, "Chairs", are always blue, and made from plastic. It is currently only found in Level 31 at the current time of documentation. There have been reported cases of chairs of this type on other Levels. So far, non of these cases have been confirmed nor denied. It is still very possible that the chairs can be found on more then one level.

The anomalous properties of this object don't show themselves until one gets too close.

Plenty of reports state how their legs feel like they are going to fall asleep while near these chairs. Because of this, they will have a sudden urge to sit on it. Once one were to sit on it, the image of a chair will be imprinted into the brain, causing one to see holes made from such chair. If one were to fall into these holes, anyone watching would see them just, noclip. To the one who sat on the chair, they would fall into an endless void, never to be seen again.

It is unknown if these imprints would follow one around various different Levels or not. It is best to avoid any blue plastic chair you see, just to be safe.

The first ever person to even find this object was one of our employees. He is still very frightened about what happened to him. We will use this opportunity to learn from this.

Chairs are very bizarre. Some are stacked up in groups of 3, amplifying the effect one chair would put upon someone.

### Identification

There is no discernable way to confirm an instance of a chair. If you happen to see any blue plastic chairs, DO NOT go near it. The odds of it being an instance of a chair is very likely.

If you do spot this object at any given point, please report it to us immediately.

## Main Source

The only confirmed location this object resides in is on Level 31.

**Credits**

**Close**

Author: **Cyrix**
Entity 12

**ENTITY HAZARD:** *Class 2*
**⯁ Danger Level: 2**
**⯁ Intelligence Level: 1**
**⯁ Frequent Levels: The Main Nine**

Entity 12 is the 12th documented Entity of The Backrooms.

## Description

   Skin Givers are dark navy, bipedal creatures that roam majority of the backrooms levels. They have two sunken pitch black eyes with a small, white pupil, along with a plethora of skin coloured bubbles of different tones along their body. Skin Givers are known to be friendly, and will attempt to heal those who have suffered injuries from their journey. They do so by releasing a layer of skin from their hands, which will cling to the cuts and eventually merge onto the wanderers skin.
## Behaviors

Despite their low intelligence, Skin Givers are very emotionally aware, and can detect hurt wanderers with ease. They will roam around levels in hope of finding someone they can aid, and when found will try to help them. While skin givers are helpful, they can be clumsy, sometimes adding too much skin to the wanderer it's attempting to help and creating a skin sack on their wound. Along with this, it's also possible that Skin Givers will add the wrong color of skin. If either incidents occur, the entity will show signs of stress and guilt, and will attempt to comfort the wanderer before quickly running away.

While they have a kind nature, if a Skin Giver is attacked, it will defend itself, mainly by swinging at whoever is attempting to attack it with its large stump like arms. Skin Givers are also able to attack via Skin Sacks; they do so by pumping out skin onto the attacker, so much so that they are weighed down and unable to move. From there the Skin Givers usually leave, but some will continue to attack.

They have a heavy rivalry with Skin Stealers and Cubers for reasons unexplained. While its rivalry with the Cubers is justified (it disfigures people rather then create open wounds), its rivalry with Skin-Stealers will remain a mystery for the foreseeable future.

## Biology

Skin Givers are human sized (6ft) creatures, with a dark navy leathery skin, which appears to be quite squishy. Around 30 large, skin colored bumps reside along its body, each being a different tone of skin ranging from light skin to dark skin. The entities face is featureless, aside from to black gaping holes resembling eyes with a small, glowing white pupil in both.

The many skin toned bumps on the entity hold excess skin, which it excretes and attaches to people in hope of helping their wounds. Skin Givers won't run out of skin, as their sacks are self replenishing, taking effect almost immediately.

Skin Givers are agile creatures, running at up to 40 miles per hour in most cases, so in the rare occasion one is angered running is essentially useless. Along with their speed, they are extremely strong, being able break down walls with relative ease, this makes Skin Givers a dangerous enemy to make.

**Credits**

**Close**

Author: MilkBrr

Original Authors: 1000dumplings

Original Page: Now deleted.

Images: Backrooms Tech Support Server, CC BY 3.0, Skin-Giver drawn by MilkBrr.
Level 19

**SURVIVAL DIFFICULTY:** *Class 2*
**⯁ Unsafe**
**⯁ Stable**
**⯁ Unstable Geometry**
**⯁ Bodily Hazards**

Level 19 is the 19th Level of The Backrooms.

## Description

   **Level 19** is collection of oddly shaped attic spaces that emmit a odd feeling of familiarity with a creaking floor, dust-lined walls, and a heavy clutter of boxes along with furniture, and other items can be found all over the place. While the exteriors of these items are frequently found damp, dust-covered, and dirty, the interiors of these items will, more often than not, be completely pristine.

The boxes within **Level 19** often contain vital foods and a wide amount of cataloged, anomalous objects. Upon an item being removed from a container, there is a possibility it will begin to decay at a rapid rate.

Cobwebs are very common to appear near the corners of Level 19. Within some of the spaces within **Level 19**, they can be shaped like a rectangle or a triangle that taper down to the floor. Empty door frames are spread throught **Level 19** to go from area to area, each room having a odd architecture choice.

   Within some of the floorboards of **Level 19**, a warm Orange glow may come from underneath. This glow has an effect that can attract people by washing them over with the feeling of comfort and tranquillity. Oftentimes pulling direct memories from the individual and altering them to be directly connected to this glow. While it's currently known where the glow originates or how the light can alter memories. It is heavily theorized that either this glow creates the decay effect in **Level 19**, or that it amplifies it.

While not known to be sentient, this glow has previously infected the mind of others to spread the knowledge of its existence. For this reason, it is heavily unadvised to enter **Level 19**.

« Level 18 | Level 19 | Level 20 »

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

**Credits**

**Close**

Author: Lxnar\_Whrxd

Original Authors: Boring Talking '-', 1000dumplings

Original Page: Wikidot.

Images: Unknown Source.
Level 69

Level 69 Is The 69th Level of The Backrooms.

## Description

     **Level 69** Appears to be a Snackshop, composed of grey concrete, and greyish blue marble floors, the roof having screens showing what seems to be the sky, cycling between Night and Day depending on what hour it is.

Just like in Baseline Reality, the sky may start to rain, the rain will actually go through the screen and rain inside of the Level's Snackshop, The rain may last for a few minutes or hours. The main threat of the Level are Thunderstorms, which may have lighting bolts hit the Snackshop, the areas hit by the lighting bolt will be destroyed slightly, but will still cause some damage, but the screens will remain intact, they seem to be made of tough refined tempered glass.

Sometimes, the rain can get so intense, it may flood the Level for a few hours, luckily, the floor has a few drains that will clear up the water eventually.

The screens sometimes drip a viscous wine-colored liquid, which can make someone ill if drank, its suspected that this is an instance of Carpet Fluid.

The Level is overall safe, and good if you're looking to resupply your food stock or just eat some snacks, mostly you're only going to find snacks in here, and rarely rooms that contain normal food, usually Eggs, Bacon, Bread And Cheese.

You can ocasionally find some metal doors that are mostly closed, mainly differing from their color, if you open an Red Metal Door, it'll lead you to an freezer in the shop with snow falling from the screens.

If you find an Yellow Metal Door, it'll take you to the Manager's Room, having a single faceling inside and will help you get to the exit.

And the last one, If you find a Greyish Turquoise Metal Door it'll take you to Level 70, they are mostly Locked, and you can ask the Manager for the Keys.

## Details

There are many Vending Machines similar to those of Level 4 in here.

## Entrances

Going through a double door, that's made out of glass on Level 68 will get you in this level

Entering any snack shop on Level 11 Will take you in here.

## Exits

Noclip inside a Vending Machine will take you to Level 89.

Unlocking a Greyish Turquoise Metal Door will take you to Level 70, or Level 87.

« Level 68 | Level 69 | Level 70 »

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

**Credits**

**Close**

Author: ThePaglue

Images: Image by u/Illythekitty.
Levels

## Quantum-Stable

Quantum-Stable Levels are the main Levels of The Backrooms and the most stable of them all, Quantum-Fluctuant Levels however, tend to be difficult to understand due to its unstable geometry, mental hazards and many more.

Every Level in this category are unique on their own.

* **Negative Levels**
* **Sub-Levels**

Quantum Stable Levels 0 - 9* Level 0 - "The Halls"
* Level 1 - "Abandoned Warehouse" / Level 1-B - "Habitable Zone"
* Level 2 - "Utility Tunnels" / Level 2-B - "Maintenance Corridors"
* Level 3 - "Maintenance Station" / Level 3-B - "Electrical Station"
* Level 4 - "Weathered Workspace"
* Level 5 - "Lavish Hotel"
* Level 6 - "Lights Out"
* Level 7 - "Tidal Depths"
* Level 8 - "Cave System"
* Level 9 - "Darkened Suburbs"

Normal Levels 9 - 99* Level 10 - "Field Of Wheat"
* Level 11 - "City 11"
* Level 12 - "Mock-up"
* Level 13 - "The Apartments"
* Level 14 - "The Military Hospital" / Level 14-B - "Crimson Paradise" / Level 14-C - "Boundless Retail"
* Level 15 - "Neoteric Passage"
* Level 16 - "Mental Institute" / Level 16-B - "Labyrinth Cluster"
* Level 17 - "Aircraft Passageways"
* Level 18 - "Infantile Memories"
* Level 19 - "Crawlspace"
* Level 20 - "Warehouse"
* Level 21 - "Numbered Doors"
* Level 22 - "Utopian Garden"
* Level 23 - "Elegiac Memories"
* Level 24 - "Short-Circuit"
* Level 25 - "Nightmarish Arcade"
* Level 26 - "Night at The Hotel"
* Level 27 - "The Museum"
* Level 28 - "Block 17"
* Level 29 - "Terminal 4"
* Level 30
* Level 31 - "Our Minds About Chairs"
* Level 32 - "Oversaturated Serenity"
* Level 33
* Level 34
* Level 35
* Level 36
* Level 37 - "Megalophobia"
* Level 38 - "Structural Façade"
* Level 39 - "After Bedtime"
* Level 40 - "Spiritual Forest Vortex"
* Level 41
* Level 42
* Level 43
* Level 44
* Level 45 - "Painless, Emotionless, Emptiness, Distorted, Loneliness"
* Level 46
* Level 47 - "The Waterpark"
* Level 48 - "Abandoned Pools"
* Level 49
* Level 50 - "Tick, Tock"
* Level 51 - "Nostalgic Countryside"
* Level 52
* Level 53
* Level 54
* Level 55
* Level 56 - "Warping Memories"
* Level 57
* Level 58 - "Vertigo"
* Level 59
* Level 60
* Level 61
* Level 62 - "Spatial Hotel"
* Level 63
* Level 64
* Level 65
* Level 66
* Level 67
* Level 68 - "The Theater"
* Level 69 - "Sky Snackshop"
* Level 70
* Level 71
* Level 72 - "The Atlantic"
* Level 73
* Level 74
* Level 75
* Level 76
* Level 77 - "Involuntary Gamble"
* Level 78
* Level 79
* Level 80
* Level 81
* Level 82
* Level 83
* Level 84
* Level 85
* Level 86
* Level 87
* Level 88
* Level 89 - "Dream Market"
* Level 90 - "The Metro"
* Level 91
* Level 92
* Level 93
* Level 94 - "Motion"
* Level 95
* Level 96 - "The Partyhouse"
* Level 97 - "Onslaught"
* Level 98 - "Daycare of Nightmares"
* Level 99 - Reserved

Normal Levels 100 - 199* Level 100 - Reserved
Joke Life-Forms

(Canon Entries)

## Information

Joke Life-Form Entries are prtryy much cool yeah.

write whatever you want down below, as long as it's not nsfw or anything like that, sure we allow profanity and stuff so yeah. go have fun.

Here's a list from which you can read from:

Entities:

* Joke Entity 1 - Cock

* Joke Entity 2 - Simplord

* Joke Entity 3 - Giant Enemy Spiders (shouldn't be a joke to be fair)

* Joke Entity 4 - criatura super inteligente 😨😨😨 (real)

* Joke Entity 5 - Quandale Dingle.

* Joke entity 6 - Big flying goofy cheezits

* Joke Entity 7 - Florida Men
Duskwood Wiki

**Witamy na Duskwood Wiki!**
Duskwood to mała, senna wioska otoczona gęstym lasem. Rzadko obcy gubią się w tym odległym obszarze, a kiedy to robią, zawsze opisują ten obszar jako dziwny, a nawet przerażający. Mieszkańcy nigdy się tym nie martwili. Ale od 72 godzin wiele się zmieniło i nawet wśród nich pojawia się coraz więcej obaw… Dołącz do grupy i pomóż im odnaleźć ich przyjaciółkę Hannah. Wydaje się, że stare przerażające legendy o lesie ożywają – czy zdołasz znaleźć Hannah, zanim będzie za późno?

Duskwood to gra fabularna RPG, opracowana przez studio Everbyte. Szturmem podbiła serca widzów, ze względu na prostotę w obsłudze i użycie żywych aktorów, nadających grze realizm. 28 maja ma nadejść ostatnia część historii, na którą gracze czekają ze zniecierpliwieniem. Co się wydarzy w Duskwood? I czy uda nam się odnaleźć Hannah? Przekonajcie się sami!

Link do strony twórców: https://everbytestudio.com/duskwood-interactive-thriller-for-android-ios/

Link do pobrania: https://www.bluestacks.com/pl/apps/role-playing/duskwood-on-pc.html
Level -5

**SURVIVAL DIFFICULTY:** *Class 3*
**⯁ Unsafe**
**⯁ Unstable**
**⯁ Normal Geometry**
**⯁ Enviromental Hazards**

Level -5 is the 5th negative Level of The Backrooms.

## Description

   **Level -5** is described as a massive field landscape with a layer of snow that is just about knee-high, **Level -5** s size estimates about the same size as the entire Asian continent.

**Level -5** is also mainly composed of random buildings being scattered in this field, such as barns, houses, and churches. Sometimes these buildings could appear as Suburban area that is mainly composed of houses, and a single church. All of the aforementioned structures, they all seem to be built around the 50s or the 60s.

The major health risk on this Level is Hypothermia, temperatures in **Level -5** can reach down to -1 degrees Celsius, hottest temperature ever captured from **Level -5** is about 4 degrees Celsius, ever since then, the Level's been a solid -1 degrees Celsius. Though going inside **Level -5**' s houses have been proven effective agaisnt the cold, as on the inside there are a few radiators, making it warmer for anyone to live inside.

Cashew Juice can be commonly found inside Houses and Churches, making life in this Level bearable, another thing that makes **Level -5** habitable is the fact that Creatures are very scarce, the only ones present are Hounds and The Decayed.

Forests in **Level -5** are very common and are usually near Suburban areas, though it is recommended that you refrain from entering these Forests, as Hound territories are very common, making Forests the most dangerous part of **Level -5**.

## Entrances

Noclipping through the walls of Level -4 can get you in **Level -5.**

Another way of getting in **Level -5** is by falling through a deep patch of snow in Level 26.

## Exits

Venturing deep into one of **Level -5'**s forests and going inside a cave is the most reliable way of getting to Level -6.

« Level -6 | Level -5 | Level -4 »

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

**Credits**

**Close**

Author: Lxnar\_Whrxd

Images: Unknown Source
Your Dream Variations - Metro Goldwyn Mayer Pictures

Cartoon All Stars: Reboot It (2023): The Meow Mix Animation logo's camera falls down to this variant. The first ever logo from 1924 (Slats the Lion) logo animates like the present 2021 logo, but the lion is animated like the 1957 logo and the 1995 roar is used, with the 2021 intro fanfare. Plus, Yakko comes in at the end and says "Wow! Many logos combined! Love it!". Yakko then drops the same red ball from The Addams Family variant and Yakko runs away as the lion turns into Kitty Kat (in his 2019 form) and animates like that variant, but the Addams Family lobby is replaced by the Crossover Films logo's variant, which continues.
Entity 1

**ENTITY HAZARD:** *Class 3*
**⯁ Danger Level: 3**
**⯁ Intelligence Level: 1**
**⯁ Frequent Levels: Level 2**

Entity 1 is the first ever documented Entity of The Backrooms.

## Description

Entity 1, also referred to as The Whisperer in Level 2 is the first documented entity of The Backrooms. This entity was first discovered in July 12th, 1996 by a unfortunate Traveler who was taking photographs of Level 2.
The Whisperer is very hostile to human life, it approaches the Traveler slowly, one can feel paranoia and fear once The Whisperer is within viewing range, during this period you can hear whispers inside your head, making you run instinctively.

## Behaviour

This entity seems to be attracted by certain thoughts (Such as thinking about home) and dark areas, The Whisperer will use the darkness in its advantage to kill the Traveler, but that can be avoided if you manage to escape the Level in time or if you flash your flashlight in it's face. Blunt objects dont seem to work on this entity as it goes right through it's body, as if its not made of organic matter, but instead of a sentient vapor/gas. Its molecular structure is unknown and inhaling it could be the cause of paranoia and fear.
## Biology

It has the appearance of a pitch black humanoid that approaches you slowly in a floaty manner, sometimes it can also appear as a giant blob, destroying every light when he gets near. It seems to have no facial features and it is unknown how it can tell where you are. After leaving the Level or killing its prey, it seems to just stop existing, it fades into the dark then never comes back out.

« Entity 0 | Entity 1 | Entity 2 »

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

**Credits**

**Close**

Author: Lxnar\_Whrxd

Images: Images are from the Wikidot and the Fandom.
Level 17

**SURVIVAL DIFFICULTY:** *Class 2*
**⯁ Unsafe**
**⯁ Stable**
**⯁ Stable Geometry**
**⯁ Bodily Hazards**

Level 17 is the 17th Level of The Backrooms.

## Description

   **Level 17** appears to be the interior of a seemingly infinite aircraft cargo ship, with majority of the Level being composed of corridors and stairwells. Flooded passageways are very common in the Level, since you are at the bottom floor. While mostly devoid of creatures, Smilers are the only inhabitants of this Level, living in dark areas. Eventually, coming across a set of stairs bring you to the upper floor of **Level 17**.
Heading down any flights of stairs will lead to the cargo hold of the ship. Huge cargo containers span the bottom of **Level 17**. These cargo containers are usually empty, but with some full seemingly random items. These containers are placed in the middle of halls and doorways, blocking some paths. The stairs continue downwards, but are inevitably blocked by a gigantic cargo container.

Machinery present in the Level are usually loud and can be heard across 10 rooms, though once near it seems to be not as loud as it used to be from afar. Wires present in the Level's passageways usually lead to said machinery, though a few seem to stop in a certain intersections of the Level.

Bunkers are found commonly in the upper floor of **Level 17**, with beds, supplies and many other things. There is not much to be said about this Level other than it's not that dangerous and is quite easy to exit.

## Entrances

Entering a abandoned boat in Level 16 will get you here.

## Exits

Any other exit is from this Level's Sublevels.

Sleeping inside a bunker room in **Level 17** will make you dream of Level 18.

« Level 16 | Level 17 | Level 18 »

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Joke Entity 4

**ENTITY HAZARD:** *Class 999*
**⯁ Danger Level: ∞+**
**⯁ Intelligence Level: ∞+**
**⯁ Frequent Levels: Level 0**

## Description

que porra e essa

voce esta aqui

bem vindo ao meu quarto

voce vai morrer aqui

boa sorte

nao tem saida

so tem dor

boa noite

## Behavior

voce nao tem mais tempo

eu estou chegando

voce nao pode esconder ou correr

abre sua porta

eu nao estou la fora

voce esta seguro

## Biology

Kgwjgw2 KGjqwgw2go was a japanese and she was killed near a river by an unknown man when she was 7 years old

EDIT THIS IN 10 OTHER PAGES OR ELSE SHE WILL KILL YOU IN YOUR SLEEP AND EAT YOUR ORGANS
People

## Information

People are individuals who have made contributions or actions to help study The Backrooms.

Anomalous People however, are people who have overstayed their welcome in The Backrooms, they are people who either developed anomalous abilities by staying for too long, or people who are able to make changes to The Backrooms, not drastically, but enough to either expand The Backrooms by creating a whole new Level from the structure they created, or to help access to other Levels.

List of People:

* Noah Jeremiah

* Janine Parkinson

* Sam Espial

* UNDOCUMENTED
Entity 2

**ENTITY HAZARD:** *Class 4*
**⯁ Danger Level: 4**
**⯁ Intelligence Level: 3**
**⯁ Frequent Levels: Majority of Levels**

Entity 2 is the 2nd documented Entity of The Backrooms.

## Description

Entity 2, known as "The Smiler" are known for stalking Travelers in the dark and being generally hostile. They can be identified by their row of white sharp teeth that glow in the dark and reflective eyes. It is advised to bring a flashlight to dark areas to avoid contact with a Smiler. The Smiler only appears in dark corners or doorways, where the rest of their form is not visible.

## Behaviors

The Smiler after being exposed to light will irritate it. Additionally, if Smilers are forced through to light they will immediately disappear. After attempting to illuminate a Smiler, they might stalk you from a distance instead. The use of Smiler Repellent could make The Smiler lose its senses for a estimated 15 minutes, enough time to escape from it.

## Biology

The Smiler has a long smile with multiple sharp teeth, and have white glowing eyes. The Smiler's form has been identified to be one of a dragon's, if the picture is brightened enough. However, other researches say that the darkness is part of it's body.

"Primordial Smilers" also seemed to exist within The Backrooms thousands of years ago, which match the form of smilers but with plenty of differences.

Primordial Smilers are depicted being larger than their descendants and have a scarlet-red hue instead of their usual white. It is belived that many Levels were destroyed by these massive celestial beings.

« Entity 1 | Entity 2 | Entity 3 »

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Level 9

Level 9 is the 9th Level of The Backrooms.

## Description

**Level 9** is an endless suburban landscape with the darkness similar to that of Level 6 but not as dangerous, bathed with fog. The houses vary in design and size, and each are completely different. Although there are reports of spotting two houses near each other that are exactly the same.

The houses of **Level 9** appear to be fully furnished and fairly new, containing items in them, many useful objects can be found inside of these houses and areas similar to them. In rare circumstances, some houses have been observed to be entirely void of any of furniture, completely barren. Most electronic devices located in the buildings are also nonfunctional, given the absence of a valid power source for the systems to operate.

The roads of **Level 9** is far more dangerous than the rest of the Level. The wet asphalt roads are unpainted, and are covered with leaves in some spots. The puddles in some spots of the roads indicates that the Level had once rained before, rarely it could still be raining when entered. The stone sidewalks are normal, and don't seem to have any anomalous properties. The street lamps are usually powered off, and are inactive, although some flicker off and on and are sometimes even powered. It is unknown where the power originates.

This Level is not safe in any way and is filled with hostile life-forms.

## Entrances

**Level 9** can be entered from digging up through patches of earth found in the ceilings of Level 8, or randomly No-Clip through the floor of Level 8.

Taking a ladder in Level 34 out of the sewer will lead one to this Level.

## Exits

After walking off-course, another suburbian street would appear in the distance, going after that street will get you to Level 9.1.

Traveling off the walkway into the wheat fields will always lead to Level 10.

Following a series of arrow street signs pointing north may lead to Level 11 after 100 to 200 miles, although this will only be the case when following the signs.

## Anomalies

Mirrors in this Level seems to be a little affected by this Level's anomalous property, making it so if you move the mirror takes 0.5 seconds to catch up with your current position in time.

Another anomalous property of this Level is that you can find two houses clipped inside of each other when travelling too far, which is physically impossible to happen in The Baseline Reality.

### Ambience

« Level 8 | Level 9 | Level 10 »

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Entity 4

**ENTITY HAZARD:** *Class 4*
**⯁ Danger Level: 3**
**⯁ Intelligence Level: 3**
**⯁ Frequent Levels: Majority**

Entity 4 is the 4th documented Entity of The Backrooms.

## Description

The name "Hound" comes from the canine nature of these Creatures. Hounds are humanoids with bent arms and legs that are built for travel on all fours. They are very violent, but can be intimidated by direct eye contact. Hounds have the appearance of a nude humanoid with unkempt black hair on their heads and large mouths filled with sharp teeth. They are some of the more common hostile Life-Form found in many levels of The Backrooms, but are uncommon in the deeper Levels.Avoid Hounds at all costs, even if one is in its neutral state.
## Behaviors

Hounds become hostile the moment they see a human, they will become intimidated if you give direct eye contact and stare them down. This won't work for long, but it should be enough time to run for it. If you hear a Hound's growling, it is best to stay out of sight and get out of the way for a while.

In an attempt to stay hidden, Hounds will hide in dark areas or move along them to get you by surprise. Hounds also hunt better in low-light conditions. Hounds are located far more commonly on Levels that has lots of dark areas and narrow spaces.

## Biology

Hounds are humanoids with bent arms and legs that are built for travel on all fours, have the appearance of a nude humanoid with unkempt black hair on their heads and large mouths filled with razor-sharp teeth which goes unseen because of the black hair, they have reflective pearl-eyes, despite appearing sickly skinny, they have a surprising amount of power when attacking a target. Their origins comes from the Hive, but biting a human can also transform them into a Hound, or they could pro-create.

It's crucial to one's survival that they avoid getting bitten at all costs, as their saliva contains a disease that will infect and turn the infected into a Hound.

## Discovery

One of the earliest sightings of the Hound depicted a Wanderer running away from a it in an area that resembled Level 1. Since we don't currently know when The Hive was spawned, we can't determine the exact origin of Hounds at this time.

There has been few instances of Hounds being tamed by Facelings, Currently, humans have not achieved this.

« Entity 3 | Entity 4 | Entity 5 »

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Level -3

**SURVIVAL DIFFICULTY:** *Class 2*
**⯁ Safe**
**⯁ Unstable**
**⯁ Altered Geometry**
**⯁ Mental Hazards**

Level -3 is the 3rd negative Level of The Backrooms. Entry is currently not advised due to several anomalous properties.

## Description

   **Level -3** appears as an expansive plane with many structural similarities to that of a funhouse mirror maze. It features a black carpet lined with floor lights, a pale, weathered concrete ceiling, and a grid like pattern of concrete framings, most holding either a mirror, or a glass pane.

The concrete framings that fill the Level appear as an intricately designed archway, that one could compare to a Greek mansions pillars. These frames each hold either a mirror, a glass pane, as previously mentioned, or simply nothing, which is the most common thing a frame could have.

The flooring of **Level -3** is a black carpet, with white lines formatted in a zig-zag pattern. The lights above buzz very quietly, and will occasionally flicker, with some being blown out or shattered.

The roofing of the Level appears to be the same concrete as the frames material, but noticeably weathered down and cracked from time. Despite its bad condition, it is extremely resistant, and through thorough testing, it is currently believed to be unbreakable.

Objects in **Level -3** are very scarce, the most common Object is Cashew Juice, present in any other Negative Level of The Backrooms, the Level in general is very empty, making an echo for every little noise, similar to Level 6, though not as intense and unbearable.

## Entrances

Going through a broken window in Level -2 and waiting for an entire minute will reveal that you are now in **Level -3**.

## Exits

Finding a emergency fire exit door and going through it in this Level will reveal a set of stairs that goes 3 flights down, going down these stairs will reveal another emergency fire exit door, going through it will get you to Level -4.

## Events

Sometimes, a blackout could occur and the entire Level will re-shape itself, it'll re-appear with both the floor and ceiling made out of concrete, with fluorescent lights on the ceiling, with a faint buzz, distinguishing from that of Level 0. Another blackout could have the same effect and revert **Level -3** to it's previous design.

## Anomalies

Rarely, **Level -3'**s mirrors can distort and wave, similar to an oceans surface, interacting with said Mirror will make you go through it, reports claim that a sharp cold goes through their body when doing so, going through the mirror will get you somewhere else in **Level -3'**s infinite mirror maze.

Rarely, this could be used as an exit to a random Level in The Main Nine, most commonly, Level 4.

« Level -4 | Level -3 | Level -2 »

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Sub-Levels

## Information

Sub-Levels are locations that exist between two Levels. They have the intent to extend it's parent Level's depth, as in as if each Level has its own unique sets of Sub-Levels, though they may follow their own theme, take example of a infinite house with furniture all over, it's Sub-Level would be the basement or the attic of said house.

Even if they follow their own theme, the atmosphere however is very similar to it's parent.

List of Sub-Levels:

**Level 0** - The Halls

* Level 0.2 - "Viridescent Halls"

**Level 2** - Utility Tunnels

* Level 2.1 - "Boiling Hot"

**Level 9** - Darkened Suburbs

* Level 9.1 - "Suburbian Prelude"

* Level 9.2 - "Roanoke Colony Street"

**Level 94** - Motion

* Level 94.1 - "Rendered"
Level 14-B

**SURVIVAL DIFFICULTY:** *Class 1*
**⯁ Safe**
**⯁ Stable**
**⯁ Altered Geometry**
**⯁ Bodily Hazard**

Level 14-B is the 14th alternative Level of The Backrooms.

## Description

**Level 14-B** is a red forest with black trees stretching up to 83 meters, the timeseems to be stuck at noon, the Level is also covered by fog everywhere, making it very cold and wet. Land in this Level seems to folds in on itself in strange ways, shifting gravity can be disorienting. The ground in **Level 14-B** is costantly wet because of the fog's condensation. Corpses are lying down in the ground every few kilometers, some of them seem to have struggle marks, while others seem to have died from absolutely nothing.

In some areas, looking up can reveal more of the forest rather than the sky, because **Level 14-B** crumples and folds into itself like a paper ball. After walking long enough to find where the "fold" is, gravity would reverse and will cause you to fall upwards into the forest. The properties of gravity and "up and down" are very stable, people who have settled in this Level has grown accustomed to this anomaly.

Waterfalls in **Level 14-B** can be found with Almond Water, but we are not sure if its safe to drink, considering drinking from a waterfall might have been the cause of death of other Travelers who stumbled upon this Level.

Howls can be heard in the distance of the Level, indicating that Hounds are near, once a howl is heard it is best to run as far away as possible at the opposite direction from where you heard the sound.

Weather in Level 14-B is serene, and is usually very chilly, always set at 8°C. Level 14-B is home to entire new species of animals that are very similar to Baseline Reality's, with just a few slight changes, such as deer with 8 eyes, squirrels with prehensile tails and silent owls with four wings. Hulking creatures resembling bears, lithe wild cats and packs of six legged canines are also known to live here in harmony in **Level 14-B**.

## Details

Rain seems to happen very commonly in this Level due to the weather and fog. During this period rain will come down from both below and above due to this Level's gravity. Small lakes can also be found around this Level, as Almond Water in **Level 14-B** is very common. Fish usually live near those areas and could be eaten like any other fish in Baseline Reality.

## Entrances

**Level 14-B** can be entered through Level 14's double-doors.

## Exits

The only known exit is going back through **Level 14**'s doors.

## Anomalies

The only anomaly in this Level is present inside its gravity, that is constantly shifting in it's folds.

### Ambience

« Level 13 | Level 14-B | Level 15 »

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Level 30

Level 30 is the 30th level of the Backrooms.

## Description

As of now, not much is known about **Level 30**. Most wanderers who enter have gone missing, or have completely forgotten about **Level 30**. For now, it is speculated that **Level 30** tries to prevent any Information about it spreading by making wanderers forget about **Level 30** should they ever find an exit.

The Level exhibits 2 forms, known simply as the “False Form” and “True Form”.

## False Form Description

**Level 30**, in this state, appears to be an infinite daytime skybox, which is incredibly similar to the sky from reality. While **Level 30**’s false form does have a floor, it is invisible; as a side-effect of this invisible floor, it is unknown what material it is made out of. Running in **Level 30**’s false form will result in inevitably tripping, before falling into another skybox, and then finally falling back into **Level 30**.

The false form of **Level 30** exhibits a day and night cycle, with night being 39 minutes, and day being 95 minutes, or 1 hour and 35 minutes/1.58333 hours. Due to night going by so fast, it is unknown if any dangers lurk at **Level 30**’s false form during night.

**Level 30**’s false form tends to mess with wanderer’s minds by making them hallucinate objects. When one tries to get the object, said object will disappear, before teleporting to another place in the false form of **Level 30**, before disappearing entirely. The same can happen with entities and other wanderers.

At first, **Level 30** in this state appears normal. However, wanderers will the have a feeling that **Level 30** is completely fake. That is when the true form kicks in….

## True Form Description

**Level 30**’s true form is completely unknown, and it’s existence has only been found via experiments.

The true form of **Level 30** will “manifest” when a wanderer lets their guard down, and makes the sudden realization, or at least, has thoughts of, **Level 30** being fake. Upon said realization, **Level 30** will “attack” wanderers by shifting into it’s true form, which is incomprehensible to the human mind, causing them to die, and later cease to exist, afterwards.

It *is* possible to snap photos of **Level 30**’s true form, abliet only while it’s shifting into said form. During said shift, **Level 30** will [CLASSIFIED INFORMATION]. As such, it is advised to keep your guard up, and pretend everything in **Level 30** is real.

## Entrances

Finding an elevator in Level 29 with an extra button will send you to a negative floor of said level, which is speculated to have an entrance to **Level 30**.

Sometimes, a window in Level 17 may appear to be broken. Standing by this window will suck one into **Level 30**.

## Exits

There is no known way to exit **Level 30** besides no-clipping, which will always send one falling into Level 31.

« Level 29 | Level 30 | Level 31 »

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