recursal/Fanatic-Fandom huggingface dataset:
Evangeline Trevelyan

**Evangeline Rose Trevelyan** is the point-of-view character in the initial *Skyhold Academy* story. She is one of the only adult characters in the series who is not a canonical *Dragon Age* transplant; rather, she fills the role of the Inquisitor from *Dragon Age: Inquisition*.

### Background

The youngest of the five children of Bann Trevelyan of Ostwick, Evvy is first introduced as a bookish and slightly withdrawn young woman desperate to find her place in the world.

TBC.

### In-universe Trivia

* She has a scar across the palm of her left hand from an accident when she was younger. (This is a reference to the Inquisitor's "Anchor" in *Dragon Age: Inquisition*.) However, it only gets mentioned once, in the first story.
* According to Mahanon, she was an unrepentant tomboy growing up.
* She is named after the song "Ma Belle Evangeline," which appears in the Disney movie *The Princess and the Frog*. In-universe, this is handwaved as the movie having used an old Orlesian ballad for the soundtrack, and she was named after the ballad.
* Her middle name, Rose, is a reference to her maternal grandmother's home in Orlais, which was known as *Chateau Eglantine* (literally, "house of rosehip"). This has not been mentioned in the series as yet but will likely appear in a future chapter.

### Meta Trivia

* Evvy's contentious relationship with her Great-Aunt Lucille is a very vague reference to the Inquisitor's storytelling during the Wicked Grace scene of *Dragon Age: Inquisition*, in which the Inquisitor notes that because of their actions, "my aunt didn't speak to me for two months." The authors took this and ran with it.
* Most characters in the fic series are passed back and forth between the two authors as needed for various scenes. Evvy, however, is one of the rare exceptions, as she is exclusively written by Lady Norbert.
* The use of Emily Blunt as Evvy's face claim was suggested by AuroraBorealia, since the character was established as a green-eyed brunette.
* In addition to the SAY series proper, Evvy is also referenced heavily in fan fictions written by other characters, especially the student authors Rory and Jim. When using her as a character, however, rather than use their actual teacher, they prefer to face claim her as Australian actress Adelaide Kane (Mary Stuart from *Reign*).
Level 13

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Stable
»⠀Minimal Entity Count
 </includeonly

## Description

**Level 13** is a skyscraper in a state of constant construction. The walls of consists of a metallic frame padded by a white plastic polymer, with the floors being made of reflective granite. Artificial light in **Level 13** is not present, instead being illuminated by the Windows attached to the walls of the level.

The structure of **Level 13** contains multiple floors constructed to look exactly like the floors below, connected by a set of stairs located in the alternating sides of a floor. Gradually as one goes up the level, the state of each floor degrades further into its essential parts. This degradation comes in 4 stages, with each proceeding stage being less completed than the last.

* **Stage 1**: All completed.
* **Stage 2**: Areas where Windows are located are missing partially or entirely.
* **Stage 3**: Incomplete walls, no Windows are present.
* **Stage 4**: Only the inner frame and floor are present.

The only permanent part of a floor is the furniture, located in certain areas of **Level 13**.

Generators can be found on floors 11, 19, 23, 41, 88, 142, 457 and 690. By using scanning machines found on the furniture, it has been determined that the generators are the same ones that are on Level 3. The generators are very noisy, so make sure to be an a floor away from them.

## Colonies and Outposts

### Backrooms Remodelers Base Tampa

* Consists of 26 members.
* Located on the 16th floor.
* Friendly and open to trade.

## Leaving Level 13

* Entering a set of glass doors below **Stage 2** leads to Level 11.
* Entering a Window below **Stage 2** leads to Level 12.
* Jumping off **Level 13** through a floor in **Stage 3** leads to Level 14.
The Sign Out Incident dun dun dunnn

**the incident of the sign outs**

this actually happened

## Plot

i was on fandom. and i got signed out 0: 0:

GASP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

GASP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

GASP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

GASP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

GASP!!!!!!!!!!!!!!!!!

GASP!!!!!!!!!!!!

0: aHHH!

so i was gonna try getting my account back

## PLAN: RESTART

well i was gonna start a new account and a new wiki.

sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

but then my mind just wanted me to try restoring it

my mind always convinces me so

## PLAN: RESTORE

im gonna try restoring my account!!!

yippe!

i figured out i could sign in

but i forgor my password

OH NO!!!!!

OH NO!!!!!!!!!!!!!!

OH NO!!!!!!!!!!!!!!!!!!

OH NO!!!!!!!!!!!!!!!!!!!!!!!!!!

OH NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

OH NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

OH NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

also i could request fandom to restore my account sending a email on my gmail

YAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

YAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

YAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

YAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

YAY!!!!!!!!!!!!!!!!!!!!!!!

YAY!!!!!!!!!!!!!!!!!

YAY!!!!!!!!!!!!!!

YAY!!!!!!!!!!

YAY!!!!!

but it didnt appear

i tried, tried, and T R I E D

then i found

T H E S E A R C H B A R!!

## OPERATION: FINAL RESORT:search bar

i searched for the key word "fandom"

THEN THE RETURN ACCOUNT THING APPEARED!!!!!!!!!!!!!!!!!

but it didnt work.

i tried

and tried

and tried

(again)

untill it randomly worked
Once Twice Melody Tour

This article is marked as a stub. You can help the Beach House Wiki by adding to it.

**Reason**: other tour dates need to be added**Note**: The reason this article may be marked as a stub is because it might need more information, references, or citations.
This page was last edited on September 11, 2023, at 23:51:25.

The **Once Twice Melody Tour** (or the **Once Twice Melody World Tour**) was a concert tour by Beach House, in support of their album *Once Twice Melody*. The tour started on February 18, 2022 at the National Stadium in Pittsburgh and concluded on July 24, 2022 at the National Anthem in Washington, D.C. All tour dates would have a special guest.
Level 14

3
3

**Survival Difficulty: Class 3**
»⠀Unsafe
»⠀Unstable
»⠀Moderate Entity Count

## Description

**Level 14** consists of a colossal forest, holding crimson grass and violet fog. The trees extends upwards infinitely. The bark of the trees have the texture of foil, yet they have the composition of cobblestone.

At the very center of the level is an abandoned military outpost, holding first aid equipment, Almond Water, and other basic necessities. It is recommended to stock up on them, as you will need them for later levels.

## Leaving Level 14

* Going into an abandoned mall leads to Level 15.
Fanon:No Ordinary-Elemental Shapeshifting

The power to **transform/reshape elemental form.** Technique of ***Elemental Mimicry***. Variation of ***Inorganic Shapeshifting***.Template:Fanon

## Also Called

* Elemental Change/Morphing/Shifting/Transformation
* Elemental Metamorphosis

## Capabilities

The user can transform/reshape their elemental form as desired to adapt to varying situations, impersonating others, enhance their body to combat, turning into animals, monsters, etc.

## Applications

* Shapeshifting/Omnifarious
* Shapeshifting Combat
* Transformation
	+ Partial Transformation

## Variations

* Benzinikinetic Shapeshifting
	+ Aerokinetic Shapeshifting
	+ Typhokinetic Shapeshifting
* Electrokinetic Shapeshifting
* Ergokinetic Shapeshifting
* Geokinetic Shapeshifting
	+ Crystallokinetic Shapeshifting
	+ Ferrokinetic Shapeshifting
	+ Geo-Thermokinetic Shapeshifting
	+ Koniokinetic Shapeshifting
	+ Lutumkinetic Shapeshifting
	+ Psammokinetic Shapeshifting
* Hydrokinetic Shapeshifting
	+ Cryokinetic Shapeshifting
* Photokinetic Shapeshifting
* Pyrokinetic Shapeshifting
* Umbrakinetic Shapeshifting

## Associations

* Elemental Manipulation
* Elemental Mimicry
* Inorganic Shapeshifting

## Known Users

* Kevin Levin (*Ben 10*); any solid matter
* Metamorpho (*DC Comics*)
* Flint Marko/Sandman (*Marvel Comics*); Sand
* Narissa (*Enchanted*); Fire
* Foot Mystics (*TMNT 2003*)

## Videos

Sand-Man Transformation Scene - Spider-Man 3 (2007) Movie CLIP HD-2The Birth of Sandman Scene - Spider-Man 3 (2007) Movie CLIP HD-2Spider-Man vs Sandman - First Fight Scene - Spider-Man 3 (2007) Movie CLIP HD-2Spider-Man vs Sandman - Subway Fight Scene - Spider-Man 3 (2007) Movie CLIP HD-2
List of songs recorded by Beach House

This article is marked as a stub. You can help the Beach House Wiki by adding to it.

**Reason**: needs more songs to be added**Note**: The reason this article may be marked as a stub is because it might need more information, references, or citations.
This page was last edited on November 8, 2023, at 2:09:52.

Since the band's formation in 2004, through Baltimore's indie rock scene, American duo Beach House have recorded at least 100 songs. Most of their songs were produced by Chris Coady until 2018.

Beach House released their self-titled debut studio album in 2006, with "Master of None" being the main promotional single of the album. 2 years later, they released their sophomore album *Devotion*, with songs such as "Heart of Chambers" and "Gila" in the album. Their first 2 albums were released through Carpark Records and would be their last releases in the label.

Beach House later signed with Sub Pop Records, which then the band would release *Teen Dream* in 2010, which marked their official musical style as "dream pop". The album was supported by three singles; "Zebra", "Norway" and "Used to Be". In 2012, *Bloom* was released and would be considered the "best album" of 2012 and by the duo.

*Depression Cherry* and *Thank Your Lucky Stars* would be recorded in 2015, in the same sessions. "Sparks", released on July 1, 2015, would be the supporting single for *Depression Cherry*. *Thank Your Lucky Stars* was surprise-released months after *Depression Cherry*'s release. Two years later, the band would release *B-Sides and Rarities*, a compilation album that contains previously unreleased material, B-sides, and remastered tracks.

After the release *B-Sides and Rarities*, which was released as a way to "clean out the closet", the band would release their seventh album, *7*, which was supported by singles such as "Lemon Glow", "Lose Your Smile", and "Dive". The band would then, in 2022, release their debut double album/eighth studio album, *Once Twice Melody*, which contains four chapters of 4 or 5 songs in each. *Become*, an extended play, would be released by the band in 2023, which contains songs recorded in the Once Twice Melody that "felt like they belong in a different universe".

## List of songs

 Other songs | "Play the Game" ⸱ The Arrangement" ⸱ "Baby" ⸱ "White Moon" ⸱ "I Do Not Care for the Winter Sun" ⸱ "Equal Mind" ⸱ "Saturn Song" ⸱ "Chariot" ⸱ "Baseball Diamond" ⸱ "Alien" ⸱ "Sanctuary"
Level 16

**SURVIVAL DIFFICULTY: Class 5e - Environmental**

* Unsafe
* Unsecure
* Non-Entity Hazards

**Level 16** is the 17th level of the Backrooms.

## Description

**Level 16** takes the appearance of a grass field in a constant thunderstorm. The field is very dry, with no entities on it. This is because of the lightning. The lightning hits every 5 - 10 minutes, with it being very powerful. The rain is also consisting of Almond Water.

The field shows many similarities to Level 10, leading people to believe that the level was originally part of Level 10, and it broke apart from it, with chaotic storms forming in the level. This theory is also proven as the grass has the exact same composition as Level 10's grass.

## Colonies and Outposts

None have been established on this level.

## Leaving Level 16

Getting hit by lightning will take you to Level 17.
Level 3

4
4

**Survival Difficulty: Class 4**
»⠀Unsafe
»⠀Unstable
»⠀High Entity Count

## Description

**Level 3** is an indoor electrical substation accompanied by numerous electrical appliances.

Generators can be found in **Level 3**’s electrical rooms, housing an average of 8 generators. Generators are labeled with a number from 0 to 7 corresponding to the level they power. Each generator connects to several distributors via wire.

Distributors are large metal boxes with multiple switches labeled with longitude and latitude coordinates. The switches on a distributor toggle if the area on the switch’s coordinates receives power or not. Severing the connection between the generator and a distributor will disable the distributor and all areas connected to the distributor.

The number on a generator affects the properties of the generator and its distributors. Properties of each number are listed below.

Storage areas can be found containing numerous water tanks that refill every 6 hours. Water tanks connect to pipes that go into **Level 3**’s generators, transporting water through the ceiling of **Level 3**. If the connection between the two is severed, the generator will overheat and explode, destroying everything in its vicinity.

Elevator doors in **Level 3** typically stay closed until an elevator appears, emitting a ringing sound. Elevators stay idle for a short time before disappearing if no one enters inside. The contents of an elevator’s panel consist of 3 buttons labeled “3”, “4”, and “5”. Pressing any of these buttons will transport individuals to a random area in a Level corresponding to the button’s label.

## Colonies or outposts

### The Maintenance Workers

* Comprised of electricians and analysts.
* Possesses a small portion of Level 3, enough to keep all Levels active in dire situations.
* Maintains good relations with the **Backrooms Analytical Squadron** in Level 4.
* Conservative in nature, open to trade.

## Leaving Level 3

* Entering a vault door in an empty generator room leads to The Hub.
* Entering a metal door labeled “Maintenance” leads to Level 2.
* Entering an elevator leads to Level 4 or Level 5.
* Going through a catwalk in a darkened area leads to Level 6.
Peak Regular-Human Health/Supernatural

Template:Tab0
The ability to **be drastically healthier than what is naturally possible**. Sub-power of Supernatural Condition. Advanced version of Enhanced Health.Template:Powers/Skills/InBorns

## Also Called

* Immense Health
* Superhuman Health
* Superior Health
* Uncommon Health
* Unnatural Health

## Capabilities

Users are glaringly, obviously and super/unnaturally more physically, mentally, socially, spiritually, emotionally, and sexually healthy than other beings of their universe. They lack physical flaws and are nigh-immune to getting disorders, diseases, disabilities, etc. They also can take a ***high amount of damage before fainting*** or succumbing to the effects of ailments, as well as possessing a ***superhuman metabolic rate***. Overall, the user's health is very incredible.

## Applications

* ***Contaminant Immunity***
	+ ***Alcohol Immunity***
	+ ***Disease Immunity***
	+ ***Foreign Chemical Immunity***
	+ ***Parasite Immunity***
	+ ***Poison Immunity***
	+ ***Radiation Immunity***
* ***Decelerated Aging***/***Longevity***/***Semi-Immortality***/Immortality
	+ ***Aging Immunity***
* ***Protected Senses***
* ***Self-Sustenance***
	+ ***Hunger Suppression***
* ***Super Eating***
* ***Supernatural Endurance***
* ***Supernatural Energy***
* ***Supernatural Immune System***
* ***Supernatural Life-Force***
* ***Supernatural Lung Capacity***
* ***Supernatural Metabolism***
	+ ***Adaptive Metabolism***
* ***Supernatural Recovery***
* ***Supernatural Regeneration***
* ***Supernatural Stamina***
* ***Supernatural Survivability***

## Levels

* *Peak Human Health* - User’s general health are at the pinnacle of human potential. They are a lot less likely to be affected by illnesses or sustain injuries compared to other humans.
* Enhanced Health - User’s general health are beyond the max health of their species. Every part in and of their body are at first-rate health and condition, and are very unlikely to get of type of illnesses, diseases, injuries, etc.
* *****Supernatural Health***** - Users are unnaturally healthier than other beings of their universe. They usually never get any type of illnesses nor sustain much damage.
* Absolute Health - Users are the pinnacle of all health, far superior than every other beings of their universe. They are completely immune to disorders, diseases, disabilities, etc.; and never sustain any type of damage.

## Associations

* Alien Physiology
* ***Cellular Activation***
* ***Decelerated Aging***
* ***Discomfort Immunity***
* ***Health Ailment Immunity***
* ***High Resistance***
* ***Injury Immunity***
* ***Overdose Immunity***
* ***Overexertion Immunity***
* ***Pain Suppression***
* ***Radiation Immunity***
* ***Strong Heart***
* Superior Human Physiology
* Supernatural Condition
	+ Supernatural Body

## Known Users

* Honest (*Akame Ga Kill!*)
* Lex Luthor (*DC Animated Universe*); via Kryptonoian SuperComputer Brainiac
* Kryptonians (*DC Comics*); via yellow sun radiation
* Users of Spider-Powers (*Marvel Comics*)
	+ Peter Parker/Spider-Man

## Videos

The Justice League and Amanda Waller against Lex Luthor merged with Brainiac - Justice League Unlimi
Backrooms Wiki

**Welcome to the Backrooms Wiki!**
Reviving the original Backrooms canon wiki.

We're a collaborative community website about Backrooms that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
List Of Episodes

**List Of Episodes** is .

### Non-Disney

Profile - An Title Card for Superman- The Last Son of The Planet Krypton.pngProfile - An Title Card for Superman- The Last Son of The Planet Krypton • An Part 001.pngProfile - An Title Card for Superman- The Last Son of The Planet Krypton • An Part 002.pngProfile - An Title Card for Superman- The Last Son of The Planet Krypton • An Part 003.pngProfile - An Title Card for An Little Piece of Former Home Planet.png
### Semi-Disney

Profile - An Title Card for The Adventure Begins.pngProfile - An Title Card for The Adventure Begins • An Part 001.pngProfile - An Title Card for The Adventure Begins • An Part 002.pngProfile - An Title Card for The Adventure Begins • An Part 003.pngProfile - An Title Card for Tag T Team.png
Level 17

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Stable
»⠀Low Entity Count
 </includeonly

## Description

**Level 17** appears to be a perpetually sinking cargo ship, with the walls being made of a steel-like substance. The walls are painted white, with the floor and ceiling being the same way. There are four floors of **Level 17**, which will be listed below.

### Floor A

Floor A has the exact same description as the original **Level 17**. Although, salt water has raised about 103 cm (3.37 ft), or up to the railings. Fish swarms have been reported, although this is unconfirmed.

### Floor B

Floor B is also the same as the original description of **Level 17**, although there are some minor differences. It is not flooded, unlike Floor A, and it houses the first entities: Windows. This floor is also the spawning location of **Level 17**.

### Floor D

Floor D is by far the most dangerous floor. It is the same is the rest, but much more decayed. Entities are very common here, which include Smilers, Deathmoths, Clumps, Dullers, Hounds, Facelings, Skin-Stealers and Crawlers. Due to the danger of this floor, it is recommended to stay on Floor B.

### Floor X

Floor X has turquoise walls, floor and ceiling. It is considered the safest floor, no entities spawn here. This has led lots of people to stay on Floor X, along with the fact that there are easy exits here.

## Colonies and Outposts

None have been established on this level yet.

## Leaving Level 17

* Going through a window leads to Level 7.
* Reaching Floor X's highest point will lead to Level 18.
Level 9

4
4

**Survival Difficulty: Class 4**
»⠀Unsafe
»⠀Unstable
»⠀High Entity Count

## Description

**Level 9** is a large, middle-class neighborhood that is timed at precisely midnight. All clocks stay at midnight, and never move forward. The level is like Level 6, with almost the same amount of Sanity Damage. The roads are all painted in a dark, dry asphalt, with dim street lamps on either side of them. All houses within **Level 9** are randomized in structure, holding random items.

Other more atypical buildings such as warehouses and parking garages are present on **Level 9**, but they don't have any useful objects. The objects in question are random ones from reality, such as keyboards, closet hangers, and drawers.

## Discovery

This level was discovered by u/Bart0nius after he fell through the floor on Level 8. The information here is as said by Bart. *However*, Bart discovered that levels 8 and 9 were both part of a dream that he'd been in, and as such, both probably don't exist.

```
I fell through the floor.

```

```
I sunk down and landed in an unfamiliar place. There were no spiders, but I still felt like I was being watched. Around me, there was a street, houses, and dead trees everywhere. My head felt, and still feels... fuzzy. Like TV static in my brain. I lost consciousness but apparently had an outburst, according to Centurion. I was talking about death, pain, weakness... all kinds of awful things.

```

```
Level 9 is Level 6 on crack. I can tell there are going to be Things, but the effects on sanity are bad. Almost, ALMOST as bad as 6.

```

```
Anyways, I think some of what I said to Centurion actually got to him, because he apparently stabbed me directly in the other leg. So both of my legs are injured in some way. Ow.

```

```
Thus far I haven’t seen any Things on Level 9. I wish I could have gotten more information on Level 8. It’s a shame.

```

```
I’m currently cooped up in a bright red house, bandaging more wounds and trying to block out voices. I’ll get more info as it comes. Stay safe, everybody.

```

## Colonies and Outposts

There are No Known Colonies and Outposts in This Level.

## Leaving Level 9

* Walking In the fields will lead to Level 10.
* Following the road signs will lead to Level 11.
Level Fun

5
5

**Survival Difficulty: Class safe**
»⠀completely safe =)
»⠀moderate security =)
»⠀Safe and friendly entities=)

## Description

Previously thought to be a Sublevel of Level 4, **Level Fun** is an Enigmatic Level of The Backrooms, and home to the Partygoers.

**Level Fun** is a refurbished office space designed as a children's birthday party. Each area of **Level Fun** forms a large hallway connecting to multiple party rooms. These rooms are usually empty, with some being furnished with various tables, chairs, drawings, posters, confetti, and tupperware. Party rooms may also occasionally play random songs from time to time. The volume of these songs are loudest when one enters a party room.

**Level Fun** is completely filled with Partygoers, a bipedal species with a child-like personality. Partygoers are very nice and go in groups. When idle, Partygoers typically stay in party rooms communicating with its own kind, until it wanders off to another party room. Upon being alerted, the Partygoer will begin waving at you on sight, while singing a nursery rhyme to attract others of its own kind. Partygoers tend to leave trails of confetti and balloons on their trail, thus finding one is a clear indication of one being nearby. If you see a trail of confetti or a balloon, go near it as it will be a Outpost

## Colonies and Outposts

Due to the immense FUN **Level Fun** poses, it is recommended to create a colony here. Doing so could lead to a massive amount of FUN

## Leaving Level Fun

Leaving **Level Fun** requires an individual to find an exit door representing another Level. Levels are listed below. But No-one would want to leave its to Fun here its not recommended, So join us! =)

* Finding a exiting exit door with white walls and blue carpet leads to Level 4. These doors are the most common in **Level Fun**.
* Finding a smile exit door with yellow wallpaper and carpet leads to Level 0.
* Finding a Fun exit door with wooden walls and faded blue carpet leads to The End.
* Why would you want to leave? =)
Level 18

3
3

**Survival Difficulty: Class 3**
»⠀Unsafe
»⠀Unstable
»⠀Moderate Entity Count

## Description

**Level 18** appears to be a massive forest with massive trees. The level is completely covered in trees, making navigating through the forest difficult. There are also Hounds on this level, though they are less aggressive than usual. It's very simple to avoid these, as they have a hard time navigating the forest.

The level appears to be completely flat, and possesses no distinct geographical features besides the vegetation itself. Additionally, the actual size of **Level 18** appears to be rather small, with certain areas looping after walking in a straight line for approximately 20 to 30 minutes.

Most of **Level 18**’s terrain is forested land with occasional varying terrain, such as hills and mountains. Rivers may also be rarely seen and can even be used to exit the level if a wanderer is lucky enough. Multiple distinctive tree species populate the forests, along with smaller flora including but not limited to bushes, shrubs, and tall grass.

## Leaving Level 18

* Entering a wooden door within a tree leads to Level 19.
Level 11

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Stable
»⠀Minimal Entity Count
 </includeonly

## Description

**Level 11** is a metropolitan city with buildings styled around that of North America and Europe. Buildings in **Level 11** are fully functional, with available plumbing and electricity along with various furniture.

**Level 11** houses other places commonly found in cities. All of these places are semi-functional, with fully functioning essentials and appliances but have little to no equipment or resources. If one ever encounters a worn-down establishment it is advised to never go deep into the building as it may be an entrance to another level.

The roads of **Level 11** are accompanied by various signs showing interstate roads following official US interstate laws. **Level 11** only has 2 main interstate roads, that being Interstate 80 and Interstate 95. Interstate 80 goes horizontally from west to east, while Interstate 95 goes from north to south. Other interstates are Interstate Minors, diverging from the main interstates.

**Level 11**’s metro stations are non-euclidean and difficult to consistently travel through. Going into a metro station and going through the same exit will lead you to another area of **Level 11**. The maps found in these metro stations are incomprehensible, with several stations overlapping each other with no discernible direction as to where they go. Subways can rarely appear in stations. Entering a subway will either lead you to a different metro station or will lead you to another level.

Nuclear power plants are present in **Level 11** located 40,000km apart from each other. None of these plants function and are in disrepair. These plants are highly radioactive to the point where all biological lifeforms in a 5km radius experience extreme radiation poisoning. All attempts to breach the interior of a plant have failed due to this very reason.

**Level 11**’s daylight cycle is non-existent and is in permanent noon. Despite the constant sunlight, **Level 11** is at a consistent 22.7 °C or 73 °F.

## Colonies and Outposts

Several outposts have been made in **Level 11** due to its relative safety compared to other Levels. So far, no major colony has formed at this level.

## Leaving Level 11

* Traveling through Interstate Minor 980 leads you to a road in Level 9.
* Traveling through Interstate Minor 195 leads you to Level 10’s dirt path.
* Entering through an opaque white window emitting static leads you to Level 12.
* Entering a worn-down building will lead you to a random level themed around the building you entered through.
* Entering a subway train will cause all individuals to become unconscious and wake up at a random level.
The Hub

0
0

**Survival Difficulty: Class 0**
»⠀Safe
»⠀Stable
»⠀Devoid of Entities

## Description

**The Hub** is a metropolitan tunnel with concrete walls and fluorescent lights, along with illuminated signs attached to the tunnel's walls and ceiling. Air in **The Hub** constantly flows in a singular direction that emits a faint smell of almonds. The ends of **The Hub** connect with each other, despite the tunnel being completely straight.

Vault Doors can be found distributed at the sides of the walls at a specific distance, with a number assigned from 0 to 9223372036854775807 being painted on top of each door frame. The first 9 doors are opened automatically, while the other doors are locked. The locked doors need a key to be entered.

**The Hub** harbors an effect in which all entities that wander upon this level quickly disintegrate into dust. The dust that comes out of an entity flows through the tunnel in the same direction as its wind, before dissipating into the ground and solidifying.

## Leaving The Hub

* Entering Door 0 leads to a random area in Level 0.
* Entering Door 1 leads to one of Level 1's dark rooms.
* Entering Door 2 leads to a room in Level 2.
* Entering Door 3 leads to one of Level 3's generator rooms.
* Entering Door 4 leads to one of Level 4's staircases.
* Entering Door 5 leads to a small room behind Level 5's lobby.
* Entering Door 6 leads to The Border, or the entrance to Level 6.
* Entering Door 7 leads to an offshore platform in Level 7.
* Entering Door 8 leads to a small control room in Level 8.
Level 10

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Stable
»⠀Minimal Entity Count
 </includeonly

## Description

**Level 10** is a field completely covered in wheat. **Level 10**’s wheat is safe to consume with a sweet aftertaste. This aftertaste is theorized to be from the various puddles of Almond Water that lay around the soil.

Entering **Level 10** will warp you onto an unpaved dirt path going vertically from north to south. The path is the safest area in **Level 10**, as diverging from the path will cause you to get lost.

Barns, stables, and houses can be found next to the path. The interior of these buildings is worn down and empty, with condensing almond water dripping from the ceilings.

The source of **Level 10**’s Almond Water comes from its fog, which occasionally condenses into Almond Water on various surfaces. The fog retains the effects of Almond Water, increasing emotional stability in those who breathe in the fog. Although it isn’t safe to ingest **Level 10**’s Almond Water due to it being raw.

## Colonies and Outposts

### The Denizens of Level 10

* Located in a house on **Level 10**.
* Consists of 8 members.
* Open to trade, mainly for coal.
* Has been using **Level 10**’s wheat to bake bread.

## Leaving Level 10

* Going through the back door of a house leads to a backyard in Level 9.
* Entering through the doors of a tall building leads into one of Level 11’s buildings.
Level 8

5
5

**Survival Difficulty: Class 5**
»⠀Unsafe
»⠀Unstable
»⠀Entity Infestation

## Description

The geography in **Level 8** is cramped and hard to navigate. Rocks can suddenly collapse on itself, creating or destroying pathways to other areas of **Level 8**. Larger areas of **Level 8** house aquifers consisting of Almond Water that form due to the drops of liquid dripping from stalactites or waterfalls that come from the upper areas of **Level 8**.

**Level 8** is an expansive cave system covered in various types of Speleothem made out of sedimentary rock. The level is entirely natural, being the first level in The Backrooms to represent a natural location in reality.
Lakes of black tar can be found in the center of larger areas. These lakes house multiple appendages that forcibly drag anyone in when coming too close. The contents of a lake seep into other areas of **Level 8** over time, causing it to harden and transition into a rocky substance similar to the rest of the levels structure.

Due to the level being a natural location, **Level 8** is completely devoid of any light. Foreign light sources from other levels must be used in order to navigate **Level 8**. Attempts to light **Level 8** using Level 3's generators have been made, but are all inconclusive as there are no ways to enter **Level 8** from Level 3.

## Colonies and Outposts

There are no known Colonies or Outposts on this level.

## Leaving Level 8

* Entering a vault door in a small bunker room leads to The Hub.
* Entering an airlock door leads to Level 7.
* Entering an exit door leads to The End.
Level 37

0
0

**Survival Difficulty: Class 0**
»⠀Safe
»⠀Unstable
»⠀Devoid of Entities

## Description

   **Level 37** is an expanse of large corridors, covered in white ceramic tiles, partially submerged in Lukewarm water. The level displays a liminal feeling, acting as if something is off. Due to this, a few people have paranoia when traversing **Level 37**.

Despite it’s looks, the water within the level doesn’t have chlorine at all; it’s looks like that because all bacteria in the water are instantly vaporized via unknown means, making the water safe to drink. The water also has a strange property where bathing in it relaxes your muscles and can even heal wounds, externally and internally.

**Level 37**’s architecture is somewhat anomalous—having stairs and halls leading to nowhere, walls clipping into each other, and rooms flooded more or less than the surrounding rooms. It is advised for people to stay cautious when traversing the level.

Unlike a lot of other levels, **Level 37** has a very good oxygen level, which makes up 70% of the gasses of Level 37. This is due to such a clean environment here in **Level 37** and no human waste is possible to be left behind. This makes your body feel much more awake here.

Not many people can describe the smells of **Level 37**, some say it smells like a summer day in the pool. Overall, its scent is indescribable, but it is caused by chemicals within the air.

## Colonies and Outposts

None have been established on this level.

## Leaving Level 37

* Fully submerging yourself may lead to Level 7.
* If one walks too far out, they will be sent to Level 38.
Level 2

3
3

**Survival Difficulty: Class 3**
»⠀Unsafe
»⠀Unstable
»⠀Moderate Entity Count

## Description

**Level 2** is a set of maintenance tunnels accompanied by pipes and vents on the walls of the level. **Level 2** consists mostly of long winding corridors that span large distances, with turns and intersections being incredibly rare.

**Level 2**’s pipes can be heard transporting hot tar throughout other parts of the level. **Level 2**’s hot tar is a mixture of sewage mixed with traces of hot lava that has a temperature ranging from 1200 °C or 2192 °F to 2980 °C or 5396 °F. Due to these temperatures, **Level 2**’s pipes can melt or burst, leaking hot tar onto the hallways. These pipes will regenerate over time in a period of 2 to 6 hours through molecular reconstruction.

Doors and stairs can be found throughout the walls of **Level 2**. These places are usually locked or obstructed by pipes making them impossible to enter. Accessible ones either lead to rooms or other levels. If one finds an accessible door or a set of stairs, a good indicator to check if it is an entrance to another level is to check what’s on the other side.

**Level 2** is incredibly dangerous, with the chance of encountering an entity being higher than the previous two levels and causing extreme claustrophobia while in a corridor. The only safe areas of **Level 2** are its rooms found on the other side of doors and stairs. These rooms house survival equipment and supplies which aid any wanderer trapped in **Level 2**.

Some sections of **Level 2** are completely devoid of light, while others are only lit by alternate sources of light, such as flashlights and lamps. A notable, musty smell can be found in areas where the pipes exist. This is due to the presence of multiple different species of mold growing on the pipe walls and floors. Despite the inherent humidity, water itself is scarce, with the exception of a few small puddles scattered throughout; though, these puddles should only be used as a source of water when one has no other supply.

## Colonies and Outposts

Due to the danger of **Level 2**, it is not recommended to try to create an outpost at this level. Temporary settlements have been found, but are all abandoned.

## Leaving Level 2

* Entering a vault door in a room leads to The Hub.
* Going down a set of stairs leads to Level 1.
* Going up a set of stairs ending at a door leads to Level 3.
* Going Into a fire exit door leads to Level 4.
Level 5

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Stable
»⠀Low Entity Count
 </includeonly

## Description

**Level 5** is a hotel complex appearing to be built in the 2010s comprising mostly hallways with doors found at the sides of the walls with small gold-covered metal engravings labeled as a random number. The doors are locked but can be lockpicked to access the other side.

The hallways of **Level 5** inhabit a wave absorption effect, causing all waves to dissipate in short distances mid-air and being blocked off from passing through any walls. The only wave bypassing this property is light, as it behaves both as a wave and a particle. Due to this property, far-range communication is impossible, including long-range communication devices that rely on waves to function.

Behind the hallway’s doors are small hotel rooms holding a queen-sized bed, two lamps, nightstands, and a TV that connects to the ceiling via wires. The side opposite of the door shows a large window that appears and functions the same as Level 4’s windows, pulling in and teleporting people to other windows if they get too close. Bathrooms can also be found on the right side of the room, emitting a faint smell of deodorant.

A reception area can be found at the center of **Level 5** holding a single desk, along with various couches and coffee tables at the edges of the room. The main entrance of the area contains two elevator doors; Similar to Level 3, these elevators can be used to travel to the previous two levels.

Large speakeasy bars can be found located at the intersections of **Level 5**. Speakeasies vary in shape, style, and theme, ranging from the 1920s to the 1950s. Various alcoholic beverages are located throughout this area, often on counters or tables. Beverage temperatures stay at a constant 16°C or 60°F until opened, in which the drinks will go back to room temperature of 25°C or 77°F. Each speakeasy contains a jukebox found on one of the edges of the room playing classical piano jazz music. The music emitting from these jukeboxes have said to give any wanderer a calming sensation.

The edges of **Level 5** seem to have been blocked off by an unknown group. Uncovering the obstacles reveals a dark void. No attempts were made to explore the void until 23/20/2014 when it was revealed to be an entrance to Level 6.

## Colonies and Outposts

### Homely Hotel

* A group of people living in the center of **Level 5**.
* Services various rooms throughout **Level 5**'s hallways.
* Rent for service is due every month, payment depends on the amount of service given.

## Leaving Level 5

* Entering a vault door in a small room behind the lobby leads to The Hub.
* Entering an elevator leads to Level 3 or Level 4.
* Going beyond **Level 5**’s edges leads to Level 6's Border.
Smilers

## Description

**Smilers (*Risus*)** are an unknown sort of tulpa identified by their white glowing eyes and sharp teeth. The size and facial features of a **Smiler** vary heavily and adapt depending on what level it resides in.

The teeth of a **Smiler** are arranged to that of a smile, while its eyes bend and contort in unrealistic ways. These features emit a luminescent light from each of a **Smiler**'s visible features. The brightness of the light depends on the type of situation the **Smiler** is in.

The body of a **Smiler** shows nothing but a black mass enshrouding the creature. It is unknown if this is the body of the **Smiler** itself or a shadow that covers its actual body. The documentation of its body is currently impossible, as **Smilers** leave no trace of their existence when they die.

## Behaviors

### Apex Predator

**Smilers** spend most of their time laying idle in their habitats or searching for a potential victim. Once a target is found, the **Smiler** will stalk them for up to 9 months, following their movement patterns before attacking. They also inhabit other properties of an apex predator, charging up their attacks before lunging themselves at their targets.

### Interspecies Aggression

**Smilers** are an incredibly competitive species. If two **Smilers** were to meet whilst stalking the same target, both **Smilers** will divert their attention onto one another before furiously fighting for who is most worthy of their prey. The winner of this duel will return to stalking their target if it is still nearby.

### Body Mutation

The **Smiler** adapts to its environments very quickly in dark levels. Examples of this are in Level 2 and 8, where **Smilers** in Level 2 are smaller to fit through the level's corridors, while **Smilers** in Level 8 is much larger to accommodate for the level's larger areas and to dominate other competitors.

### **Photophobia**

Due to the **Smiler**'s need for stealth and its overall body composition, it will attempt to destroy all lights that it comes across. If a **Smiler** gets itself surrounded by lighting, it will retreat to a darker area, even if its prey is within sight of the **Smiler**.

## Survival

### Evasion

Be very stealthy and fast if the **Smiler** hasn't noticed you yet, making sure that you don't alert the entity. If it already has been alerted, then your only choice is to distract it, so the **Smiler** loses its focus on you.

### Extermination

As light is a **Smiler**'s biggest weakness, the best way to exterminate a **Smiler** is by surrounding the Smiler in a well-lit room with no ways for the entity to escape. The **Smiler** will struggle to find an exit for a while, before laying itself down and fading away. If the fading process is interrupted, the **Smiler** will reactivate and immediately begin to attack its captivators.
Level 0

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Unsecure
»⠀Devoid of Entities
 </includeonly

## Description

**Level 0** is devoid of any native lifeforms or furniture. The only living beings native to **Level 0** are mushrooms growing off of the carpet’s liquid. The ingestion of the liquid in **Level 0**’s carpets is not recommended as it can lead to several health complications and food poisoning.

**Level 0** is a maze of randomly segmented rooms spanning 600 million square miles. These rooms resemble that of an office lobby or the backroom of a retail outlet. All rooms in **Level 0** share the same features of yellow wallpaper, loud fluorescent lights, and damp carpet.

**Level 0**’s geography constantly shifts in indeterminate intervals, making it possible to walk in a direction and return to the same spot or walk large distances in the span of a few footsteps. However, shifting can be prevented by objects or markings on the wall causing the area around it to be temporarily or permanently locked. Kane Pixels was the first one to enter the Backrooms.

Occasionally, one may encounter areas that diverge from the monotony of **Level 0**. These areas are visually similar to **Level 0** but are different in one way or another. These differences vary from dry carpet and quieter ambiance to the lights and wallpaper suddenly changing to a redder hue. Finding an area that diverges from **Level 0** completely are transitionary areas that lead to other levels.

## Colonies and Outposts

Colonies have been made possible by locking large areas of **Level 0**. Major colonies have been listed below.

### The First State

* One of the first colonies to have been created in The Backrooms.
* Neutral to newcomers, open for trade.
* Rumored to have a confidential device, evidence of this device is unknown.

### Steve Town

* A town created by a man named Steve.
* Led by a man named Steve (unrelated)
* Friendly, not open to trade.

### Camp Blastdoor

* Consists of 50 members.
* Close to the west edge of **Level 0**.
* Has a small defense force.

### Base One

* Consists of 16 members of the Backrooms Survivors, led by Jason McKinen.
* Works to help wanderers who find themselves here.
* Open to trade, though incredibly defended just in case.
* Neutral in colony wars.
* All members are low-ranking officials and soldiers.

### Fort Blake

* The former base of operations for an unknown insurgency.
* Destroyed after a battle with Camp Blastdoor.
* Currently controlled by a looter group known as the Rascals.

### The Backrooms Explorers

* Consists of 178 members.
* Friendly but not open to trade.
* Has a considerable defense force.

### Wilford Colony

* The Largest colony in **Level 0**.
* Led by John who acts as mayor.
* Sells survival equipment imported from Level 2.
* Has a small hospital, police force, and fire department.

### Camp Amber

* 30 Members.
* Helps wanderers with supplies from Level 4.
* Has a small defense force.

## Leaving Level 0

* Finding a transitionary area leads to the corresponding level. Mainly Level 1.
* Going beyond the edges of **Level 0** leads to The Manila Room.
Level 1

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Stable
»⠀Minimal Entity Count
 </includeonly

## Description

Diverging from Level 0, **Level 1** has different wallpaper, tiled floors, and silent lights. The hum-buzz of the lights being replaced with the humming from small generators nailed to the walls with pipes leading up into the ceiling.

**Level 1**’s geography is less chaotic, as rooms stay in place and do not have any non-euclidean properties. **Level 1**’s temperature is slightly lower than that of Level 0 due to the various electrical cooling appliances found throughout **Level 1**.

**Level 1**’s lights occasionally flicker and turn off for an extended period. These are called “Blackout periods”. Blackout periods severely reduce the lighting in **Level 1** with a higher chance of encountering an entity. Blackout periods typically end in the lights flickering back on.

**Level 1** rarely houses rooms that have no lighting. These “Dark Rooms'' are furnished with crates and shelves and are completely silent. Dark Rooms lay dormant until a Blackout period starts, in which the lights and generators inside the room will turn on. This is the safest place where one can be as these rooms deter any entities from coming near.

## Colonies and Outposts

### The Chaos Republic

* Consists of 24 members.
* Comprised of teenagers and young adults.
* Hostile and not open for trading.

### Exploration Alpha

* Comprised of older people exiled from The Chaos Republic.
* Consists of 9 members.
* Hellbent on escaping **Level 1**.
* affected by lower sanity
* Open for trade, friendliness varies.

## Leaving Level 1

* Entering a vault door leads to The Hub.
* Going through an area similar to Level 0 leads back to Level 0.
* Going through a door labeled "Maintenance" leads to Level 2.
Ferelden

**Ferelden** is the country which lies east of Skyhold Academy. The school is situated in the Frostback Mountains, which form the border between Ferelden and Orlais.

#### Fereldans who appear in the *Skyhold Academy Yearbook* series

* Cullen Rutherford
* Cole Rutherford
* Skye Rutherford (half Fereldan)
* Mia Rutherford
* Branson Rutherford
* Rosalie Rutherford
* Alistair Theirin
* Elissa Theirin
* Leliana Nightingale (half Fereldan)
* Marian Hawke (half Fereldan)
* Bethany Hawke (half Fereldan)