recursal/Fanatic-Fandom huggingface dataset:
Level 18 "Meadowgrove"

## Description

Level 18, Meadowgrove, emerges as a captivating and tranquil section within the mysterious maze of the Mazerooms. Wanderers who navigate into the depths of this realm will find themselves in an expansive open field, where lush grass extends as far as the eye can see. Towering trees form a natural forest canopy, casting dappled sunlight on the ground and creating an atmosphere of serene beauty.

## Section Header

#### Open Meadow:

The central feature of Meadowgrove is an expansive, open meadow, blanketed with soft grass. The meadow invites wanderers to explore its vastness, offering a respite from the enclosed spaces of other Backroom levels.Enchanted Forest: Towering trees with branches that intertwine create a captivating forested area. Sunlight filters through the leaves, creating a play of light and shadow on the forest floor. Hidden clearings and pathways add an element of mystery to this idyllic landscape.

#### Natural Pathways:

Winding pathways guide wanderers through the meadow and forest, providing avenues for exploration. These pathways are formed by trodden earth, leading to various discoveries within Meadowgrove. In a secluded corner of Meadowgrove, a plastic table is placed in front of bushes adorned with vibrant purple roses. On the table sits a mysterious item known as "Nectrade," offering a unique point of interest within the level.

##### Nectrade

Wanderers may come across a plastic table set in front of bushes adorned with enchanting purple roses. On this table rests a peculiar item known as "Nectrade." The exact nature of Nectrade remain shrouded in mystery, inviting those who venture into Meadowgrove to explore its potential significance.
List of electronics from 2080 to 2099

###### RAM

* Darklightpower 1 gen(1-10) Clock(1-3)(2081-2090): STVIRAM-P-G-8-1-(1-10)-(1-3)
* Darklightpower 2 gen(1-10) Clock(1-3)(2091-2100): STVIRAM-P-G-8-2-(1-10)-(1-3)

##### All levels

###### Motherboards

* STVIMB-P-G-2-2-4-5-5-(1-10)(2081-2090)
* STVIMB-P-G-2-2-6-6-6-(1-20)(2091-2100)
* STVIMB-P-S-1-1-2-4-2-(1-10)(2081-2090)
* STVIMB-P-S-1-1-3-5-3-(1-10)(2091-2100)
* STVIMB-P-G-2-2-4-5-5-(1-10)(2081-2090)
* STVIMB-P-G-2-2-6-6-6-(1-20)(2091-2100)
* STVIMB-P-EL-1-1-2-3-1-(1-10)(2081-2090)
* STVIMB-P-EL-1-1-2-4-2-(1-10)(2091-2100)

###### Drive

* Gigafirefast 1 Gen(1-10): STVID-64-P-SSD-1-(1-10)
* Gigafirefast 2 Gen(1-10): STVID-64-P-SSD-2-(1-10)
* SratafireFast 1 Gen(1-10): STVID-128-P-SSD-1-(1-10)
* SratafireFast 2 Gen(1-10): STVID-128-P-SSD-2-(1-10)
* Megafirefast 1 Gen(1-10): STVID-64-P-S-M2-1-(1-10)
* Megafirefast 2 Gen(1-10): STVID-64-P-S-M2-2-(1-10)
* Superfirefast 1 gen(1-10): STVID-128-P-M2-1-(1-10)
* Superfirefast 2 gen(1-10): STVID-128-P-M2-2-(1-10)
* gigalarge 1 gen (1-10): STVID-512-L-SSD-1-(1-10)
* Gigafast 1 gen(1-10):STVID-512-L-M2-1-(1-10)

##### utility

* STVIUSBc-1-1
* STVIHPJ-1-1
* \*SD card slot on ALL phones and laptops unless otherwise specified\*

##### cooling

* STVICOOL-P-5120-VC-1-1
* STVICOOL-P-10-FAN-1-1

###### camera

* STVICP-P-15-4.5-3.3-1-(1-10)
* STVICP-P-18.75-4.5-6-1-(1-10)

###### Sensors

* STVISR-FP-1-1
* STVISR-GS-1-1
* STVISR-ECS-1-1
* STVISR-GSP-1-1
* STVISR-PY-1-1
* STVISR-ALS-1-1
* STVISR-GPS-1-1

### Laptops

#### Electronics

##### standard

* steveington Velocity series (2092-2098)

#### Components

##### Standard

###### CPUs

* Velocity 1 Gen(1-10) Clock (1-3): STVICPU-L-S-12-24-1-(1-10)-(1-3)
* Velocity 2 Gen(1-10) Clock (1-3): STVICPU-L-S-12-24-2-(1-10)-(1-3)

###### GPUs

* StarDragon 1 Gen(1-10) Clock(1-3): STVIGPU-L-S-3-18-1-(1-10)-(1-3)
* StarDragon 2 Gen(1-10) Clock(1-3): STVIGPU-L-S-3-18-2-(1-10)-(1-3)

###### RAM

* FireFastPower 1 Gen(1-10) Clock(1-3): STVIRAM-P-S-8-1-(1-10)-(1-3)
* FireFastPower 2 Gen(1-10) Clock(1-3): STVIRAM-P-S-8-2-(1-10)-(1-3)

##### Power

###### GPUs

* LightDragon 1 Gen(1-10) Clock(1-3): STVIGPU-L-GP-8-18-1-(1-10)

###### RAM

* FireFastPower 1 Gen(1-10) Clock(1-3): STVIRAM-L-P-8-1-(1-10)-(1-3)
* FireFastPower 2 Gen(1-10) Clock(1-3): STVIRAM-L-P-8-2-(1-10)-(1-3)

##### Gaming

###### CPUs

* Anomaly 1 Gen(1-10) Clock(1-3): STVICPU-L-G-16-32-1-(1-10)-(1-3)

###### GPUs

* LightDragon 1 Gen(1-10) Clock(1-3): STVIGPU-L-GP-8-18-1-(1-10)

##### all levels

###### Drive

* GigaLarge 1 Gen(1-10): STVID-512-L-SSD-1-(1-10)
* GigaFast 1 Gen(1-10): STVID-512-L-M2-1-(1-10)

###### Utility

* STVIUSBc-1-1
* STVIHPJ-1-1
* STVIUSB-1-1
* STVIHDMI-1-1
* STVIETH-1-1
* \*SD card slot on ALL phones and laptops unless otherwise specified\*

###### sensors

* STVISR-FP-1-1
* STVISR-ALS-1-1
* STVISR-GPS-1-1

### Desktops

#### Components

##### Gaming

CPUs

GPUs

RAM

##### All levels

motherboards

Drive

Utility

Cooling

Sensors
Level 2 "Abandoned School"

## Description

level 2 - Abandoned School is a vast and endless network of interconnected rooms and hallways. It is a dangerous and unpredictable place, filled with entities and anomalies that can cause harm to those who enter. Level 2 is particularly dangerous due to the presence of the Abandoned School, a massive structure that dominates the level and is home to many dangerous entities.

## Number

The number of Level 2 - Abandoned School is currently unknown. It is believed to be one of the larger levels, with a vast network of rooms and hallways that can take days or even weeks to fully explore.

## Habitats

Level 2 - Abandoned School is dominated by the Abandoned School, a massive structure that is in a state of disrepair. The school is filled with classrooms, hallways, and other areas that are accessible to those who enter. The rest of the level is made up of various abandoned buildings, including houses, stores, and other structures.

## Description

Level 2 - Abandoned School is a dark and foreboding place, with a sense of danger lurking around every corner. The Abandoned School is the main feature of the level, and it is a massive structure that towers over the surrounding buildings. The school is in a state of disrepair, with broken windows, crumbling walls, and other signs of neglect. The rest of the level is similarly abandoned, with buildings that are falling apart and filled with debris.

## Behaviors

Entities within Level 2 - Abandoned School are varied and unpredictable. Some entities are hostile and will attack those who enter, while others are more benign and will ignore humans unless provoked. The Abandoned School itself is a dangerous place, with traps and pitfalls that can cause harm to those who are not careful.

## Biology

The entities within Level 2 - Abandoned School are varied and often have unique biology. Some entities are humanoid in appearance, while others are more animalistic. Many entities have strange abilities or properties that make them even more dangerous.

## Discovery

The discovery of Level 2 - Abandoned School is shrouded in mystery. It is believed that the level was first discovered by a group of urban explorers who stumbled upon the Abandoned School while exploring an abandoned building. Since then, many others have ventured into the level, but few have returned to tell the tale.

## Do's and Don'ts

If you find yourself in Level 2 - Abandoned School, there are a few things you should keep in mind:

Do:

* Stay alert and aware of your surroundings at all times.
* Carry a source of light, such as a flashlight or lantern.
* Keep track of where you are and where you have been.
* Move slowly and cautiously, avoiding areas that seem particularly dangerous.

Don't:

* Venture too far into the Abandoned School, as it is a dangerous place.
* Touch anything you are unsure of, as it may be a trap or contain a dangerous entity.
* Make loud noises or draw attention to yourself, as this may attract hostile entities.

```
**CoOl LEvel MaYbe WhIle yOu heRe TaKe a lOok at mE I Am spEcIal ToO**

```
Level 47 "Infinity Ocean"

## Description

Level 47, also known as The Abyssal Expanse, is a surreal and unsettling dimension within the enigmatic Backrooms. Wanderers who enter Level 47 find themselves surrounded by an endless stretch of murky ocean water in every direction, shrouded in an eternal gloom. The atmosphere is thick with the scent of salt, and the distant sound of echoing waves creates an eerie symphony.

###### Characteristics

* Endless Ocean : Regardless of which way wanderers turn, all they see is the expanse of dark, undulating ocean water. There are no visible shores or landmarks, creating an overwhelming feeling of isolation.
* Floating Houses: Scattered across the water are mysterious houses that appear to defy gravity, floating on the surface without any visible support. These structures vary in size and architectural style, and their interiors hold unknown secrets.
* Random Boats: Unmanned boats drift aimlessly across the water, their origins and destinations unknown. Some boats may contain supplies or clues, while others remain eerily empty.
* Transient Sun: The sky above occasionally darkens unexpectedly, plunging the expanse into temporary darkness. The cause of this phenomenon is unclear, and it adds an element of unpredictability to the already disorienting level.

Hazards:

* Abyssal Depths: Beneath the surface lies an unfathomable abyss. Falling into the water may lead to an encounter with mysterious aquatic entities or submerged structures that defy comprehension.
* Cyclic Darkness: During the sudden darkening of the sky, wanderers may experience disorientation and increased vulnerability. Navigating the water becomes treacherous as shadows conceal potential threats.
Entity 5 "Ethereal Stalker"

# Ethereal Stalker

```
**eTHeReaL STalkER? SoUNDs LIKE a namE I wOuLD COME UP wiTh.**

```

The Ethereal Stalker is a mysterious and foreboding entity that roams the depths of Levels. It is known for its ethereal appearance, its ability to phase through walls, and its relentless pursuit of those who enter its domain.

## Description

The Ethereal Stalker manifests as a tall, gaunt figure with a pale, translucent body that seems to be composed of mist and shadow. Its features are indistinct, with only faint outlines of its limbs and face visible. It emanates an aura of darkness, and its eyes glow with an otherworldly light.

## Behavior and Abilities

#### Stealth and Phasing

The Ethereal Stalker is an expert at stealth and guile. It moves silently through the Levels, effortlessly phasing through walls and solid objects, making it nearly impossible to escape its pursuit. This ability allows it to surprise its prey and navigate the labyrinthine spaces with ease.

##### Predator Instincts

The Ethereal Stalker possesses an uncanny sense of smell and hearing, making it an exceptional tracker. It can detect the faintest sounds and scents, honing in on its target with unwavering determination. Once it sets its sights on a victim, it will relentlessly pursue them until it either catches them or they manage to escape to a different level.

#### Fear Manipulation

The Ethereal Stalker feeds on fear. It has the ability to instill intense feelings of anxiety, dread, and paranoia in its victims, causing them to become disoriented and make mistakes. It will use this psychological manipulation to its advantage, heightening the fear of those it hunts and making them more vulnerable to its pursuit.

#### Temporal Displacement

In some cases, witnesses have reported experiencing a strange temporal displacement when encountering the Ethereal Stalker. Time seems to slow down, with moments stretching into eternity, while at the same time feeling like mere seconds. This phenomenon can further disorient those in its presence, adding to the already terrifying nature of the entity.

## Encounter and Survival

Encountering the Ethereal Stalker is a nightmarish ordeal, and survival requires quick thinking and resourcefulness. Here are some guidelines to keep in mind:

Stay Silent: The entity is attracted to noise, so maintaining absolute silence is essential. Even the slightest sound could give away your position and draw its attention.

Avoid Eye Contact: Direct eye contact with the Ethereal Stalker should be avoided at all costs. Its gaze is said to have a paralyzing effect, rendering victims helpless in its presence.

Utilize Light Sources: The Ethereal Stalker is known to be repelled by bright lights. Carrying a reliable light source can create a temporary barrier between you and the entity, buying you time to escape.

Seek Refuge in Populated Areas: The Ethereal Stalker is less likely to venture into crowded or well-lit areas. Stay close to others and take shelter in populated/Safe sections of Levels when possible.
Level "Fortnite" (Joke level)

### Level "Fortnite"

Level "Fortnite" is a peculiar and humorously designed level that mimics the appearance of the popular video game Fortnite, particularly resembling the Chapter One Season 4 map. This level, often considered a tongue-in-cheek reference within the Mazerooms community, features elements inspired by the vibrant and whimsical aesthetics of the Fortnite universe.

#### Appearance:

The level is characterized by its vivid and exaggerated landscapes, reminiscent of the iconic locations found within the original Fortnite map from Chapter One Season 4. One might encounter variations of familiar landmarks, such as tilted structures, dynamic landscapes, and vibrant colors that are synonymous with the Fortnite gaming experience. The terrain often showcases stylized trees, buildings, and quirky in-game elements, giving off an unmistakable impression of the popular battle royale game.
Mod page

*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.
The Mazerooms Wiki

# **Welcome to the Mazerooms Wiki!**

This wiki is dedicated to cataloging information about the enigmatic and unsettling concept of the Mazerooms . If you're new here, feel free to explore the various levels, entities, and objects that have been documented within this mysterious alternate reality.

please note that almost this entire wiki page was Almost completely generated by AI

Levels

 Entities

 Objects/Items

next are some Joke pages (which are still a work in progress)

* Joke levels
* Joke Entities
* Joke Objects/Items

*1 Users are editing over 88 articles with,*63 files. **so you can too! just type in this box below to create your own page!**

```
We are aware the printer AI is changing and creating Entry's across the Mazerooms, it's advised to not trust weird text anywhere

```

* (What are Liminal spaces?)
* (some images)

Liminal spaces, in the context of this wiki, refer to transitional or in-between areas that evoke a sense of ambiguity and disorientation. These spaces often blur the line between familiarity and the unknown, leaving individuals with a feeling of unease or surrealism. Explore the unique aspects of liminal spaces and delve into their peculiar characteristics and the psychological impact they may have on those who encounter them.

Feel free to contribute and share your own experiences, theories, and findings about the Mazerooms and liminal spaces. Remember that this is a collaborative platform where all contributions are valued and appreciated. also Feel free to contribute and share your own experiences, theories, and findings about the Mazerooms and liminal spaces. Remember that this is a collaborative platform where all contributions are valued and appreciated.

**Please be aware that user-generated content may vary in complexity, and some pages might contain minimal information**
Object 11 "The Enigmatic Relic"

The Enigmatic Relic is a mysterious and ancient object of unknown origin and purpose that has captivated the fascination of Backrooms explorers and researchers. Its discovery within the labyrinthine corridors of the Backrooms has sparked intense speculation and debate, with numerous theories and conjectures surrounding its enigmatic properties and potential significance within the context of this surreal dimension. While the true nature and origins of the Enigmatic Relic remain shrouded in ambiguity, its presence serves as a testament to the enduring mysteries and hidden truths that lie within the depths of the Backrooms.

## Description

The Enigmatic Relic is characterized by its intricate and ornate design, featuring elaborate patterns and symbols that appear to be of an otherworldly origin. Composed of an unknown material that defies conventional classification, the relic emanates an aura of ancient power and unfathomable mystique, drawing those who encounter it into a state of awe and wonder. Its surface is adorned with cryptic inscriptions and intricate engravings that seem to depict scenes of celestial phenomena and esoteric symbolism, hinting at a profound connection to the mysteries of the universe and the hidden forces that govern the fabric of reality.

## Properties and Anomalies

The Enigmatic Relic is believed to possess anomalous properties that transcend the limitations of conventional understanding. Reports suggest that it has the ability to influence the fabric of the Backrooms itself, manifesting inexplicable phenomena and altering the spatial and temporal dynamics of its surroundings. Witnesses have described instances of spatial distortions and fluctuations in the fabric of reality occurring in the immediate vicinity of the relic, hinting at its capacity to manipulate the very laws of physics and transcend the constraints of time and space.

Furthermore, the Enigmatic Relic is said to exude a palpable energy that resonates with the subconscious minds of those who come into contact with it, evoking a sense of profound introspection and existential contemplation. Some individuals report experiencing heightened states of awareness and spiritual enlightenment in its presence, while others claim to have undergone profound psychological transformations, as if the relic has unlocked the latent potential of their consciousness and awakened a deeper understanding of the mysteries of existence.
Level 132 "Rose-Tinted Retreat"

>
>
> `***Pinkrooms***`
> =================
>
>
>

## Description

Level 132 of the Mazerooms is a surreal and calming anomaly that stands out from the usual labyrinthine structures. Wanderers who find themselves in this level are greeted by an overwhelmingly pink bedroom, creating an environment that seems to defy the stark and unsettling nature of the Mazerooms. The room is adorned with pink wallpaper, a matching bed, and a closet, all contributing to an aesthetic of serene simplicity.

## Section Header

### Class difficulty rating

safe undetermined~Secure~ Devoid of Entites

## Features:

###  Pink Bed:

The focal point of the room is a plush pink bed, inviting wanderers to rest and take respite from the uncertainties of the Mazerooms. Despite its comforting appearance, caution is advised, as the tranquility of Level 132 can be deceptive.

### Pink Wallpaper

Every inch of the walls is covered in a soft pink wallpaper, creating a visually cohesive and immersive experience. The wallpaper adds to the surreal nature of the level, as it seems to emit a subtle, calming energy.

### Pink Closet

Adjacent to the bed is a pink closet, its contents a mystery to those who enter. Some wanderers report hearing faint whispers or echoes emanating from within, while others claim the closet has the ability to produce comforting objects or personal belongings.

### Window Curtains

 The only source of light in Level 132 comes from the window curtains. The soft, pink light filters through, casting a warm and gentle glow that enhances the overall dreamlike atmosphere of the room. Wanderers often find solace in the dim, rosy illumination.

## Anomalous Properties:

###  Temporal Distortion:

Time seems to behave differently in Level 132. Wanderers may experience a distorted sense of time, with moments of tranquility feeling both extended and fleeting. This temporal anomaly adds to the disorienting yet oddly peaceful nature of the level.

 The pervasive pink environment is believed to have an emotional influence on those within the level. Wanderers may feel a sense of calmness and nostalgia, as if transported to a cherished memory or a comforting dream.

While Level 132 may seem like a haven, wanderers should exercise caution. Some report a reluctance to leave the room, feeling an inexplicable attachment to the comforting ambiance. Prolonged stays in the level can lead to a sense of detachment from the reality of the Mazerooms.
Entity 32 "Pixel"

Entity 32, commonly known as Pixel, is a peculiar and non-threatening entity that inhabits Level 343 of the Mazerooms. With its unique appearance and behavior, Pixel has become an intriguing aspect of the retro arcade-themed level, often capturing the attention of curious wanderers exploring the maze. Despite its glitch-like characteristics, Pixel has been observed to exhibit a playful and helpful demeanor within the realm of Level 343.

## Description

Pixel appears as a small, pixilated, semi-transparent figure that swiftly moves throughout Level 343, often taking an interest in malfunctioning arcade cabinets and nostalgic gaming relics. Its form seems to fluctuate, resembling various retro gaming sprites and characters, giving it a distinct appearance that resonates with the arcade ambiance of the level. Although its movements may startle unsuspecting wanderers, Pixel has not demonstrated any aggressive behavior, leading many to consider it a friendly and interactive presence within the retro gaming environment.

## Behavior

Pixel's behavior is characterized by a fascination with the arcade's vintage technology and a propensity to assist in repairing malfunctioning games. It is often seen tinkering with faulty arcade cabinets, utilizing its unique abilities to resolve glitches and restore functionality to the gaming equipment. Despite its mysterious nature, Pixel has garnered a reputation for its cooperative efforts, leading to a sense of camaraderie among those who encounter it.

## Interactions

Wanderers who encounter Pixel may find themselves engaged in playful interactions, as the entity occasionally communicates through flickering lights, subtle sounds, or simple pixelated gestures. It has been known to guide lost wanderers, offering subtle hints and clues to navigate the intricate pathways of Level 343. Additionally, Pixel is believed to respond positively to friendly gestures and attempts at mutual communication, fostering a sense of connection and cooperation within the arcade-themed environment.
Entity 34: "The Children on level 3"

The School Level harbors a chilling secret within its distorted hallways and classrooms — the ominous presence of Entity 34, known as "The Children." These entities, appearing as twisted specters of innocence, add an unsettling layer to the already eerie atmosphere of the School Level.

## Appearance:

The Children manifest as a group of seemingly ordinary schoolchildren, their faces twisted and contorted into unsettling grins. Despite their distorted visages, they retain the appearance of youngsters, creating a disturbing contrast between their innocent guise and the malevolence that lurks within.

## Behavior:

The Children exhibit a relentless and stalking behavior, often appearing in groups that silently follow wanderers through the labyrinthine corridors of the School Level. Their movements are accompanied by eerie giggles that resonate through the air, sending shivers down the spines of those unfortunate enough to encounter them.

## Sights and Sounds:

While the School Level is characterized by its eerie silence, The Children break this stillness with their haunting laughter and whispers. Their presence is often announced by the unsettling sound of giggles echoing through the empty classrooms, creating an atmosphere of palpable dread.

## Encounters:

Wanderers who cross paths with The Children may find themselves pursued down the dimly lit hallways. The entities relentlessly follow, maintaining their unsettling grins as they track their prey. Attempts to distance oneself from The Children are often met with an increase in their eerie laughter, heightening the psychological impact on the wanderer.

## Cautionary Measures:

1. Luminescent Humming Shard: Bringing a Luminescent Humming Shard is highly recommended when venturing into the School Level. The soft glow and gentle hum emitted by the shard can serve as both a navigational aid and a deterrent against The Children.
2. Classroom Awareness: Exercise caution when entering classrooms, as they may lead to dead ends or perilous areas. The Children may use these confined spaces to corner wanderers, amplifying the danger of an encounter.
3. Vigilance Against Pursuers: Stay vigilant for signs of pursuit by The Children. Their giggles and whispers may signal their proximity, providing an opportunity to adjust your path and evade their relentless pursuit.
4. Avoiding The Librarian: The School Level also hosts The Librarian, a formidable entity in the school's library. If you come across this emaciated figure, prioritize evading it, as the encounter may escalate into a life-threatening situation involving bookshelf attacks.

Explorers are advised to approach the School Level with extreme caution, as The Children add an additional layer of psychological horror to an already disorienting and dangerous environment. Surviving their relentless pursuit requires both strategic thinking and a keen awareness of their presence within the shadowed confines of the School Level.
Object 5 "Harmony Beehive Lantern"

The Harmony Beehive Lantern is a unique and enchanting object within Level 13's Verdant Sanctuary, intricately connected to the benevolent Harmony Bees. Crafted with a blend of natural materials and magical elements, this lantern not only serves as a source of light but also as a symbol of the harmonious relationship between wanderers and the sanctuary's ecosystem.

## Physical Characteristics:

1. Nature-Inspired Design: The lantern is crafted from sustainable materials found within the sanctuary, such as vines, twigs, and soft moss. Its design mimics the organic shapes and patterns prevalent in the surroundings, blending seamlessly with the natural beauty of Level 13.
2. Luminescent Honeycomb Structure: The outer layer of the lantern mimics the intricate honeycomb structure of the hives created by Harmony Bees. It emits a soft, ambient glow, providing gentle illumination reminiscent of the bees' luminescent honeycombs.
3. Translucent Panels: The lantern features translucent panels made from a special material that allows the soft glow from within to shine through. These panels showcase the luminescent beauty of the lantern, creating a mesmerizing visual display.

## Magical Properties:

1. Humming Melody Activation: When touched or approached, the Harmony Beehive Lantern emits a melodic humming sound, echoing the soothing hum produced by Harmony Bees during their pollination tasks. The lantern's musical notes harmonize with the natural sounds of the sanctuary.
2. Healing Aura: The lantern exudes a subtle healing aura, reflecting the medicinal qualities of the honey produced by Harmony Bees. Wanderers in proximity to the lantern may experience a sense of calm and well-being.

## Functionality:

1. Illumination: The primary function of the Harmony Beehive Lantern is to provide soft illumination to pathways, gardens, and communal areas within the sanctuary. Its gentle light enhances the enchanting atmosphere of Level 13, especially during the evening.
2. Connection to Harmony Bees: The lantern is attuned to the presence and activities of Harmony Bees. As the bees go about their pollination tasks, the lantern's glow intensifies, creating a visual representation of the bees' contributions to the ecosystem.
3. Interactive Element: Wanderers can interact with the Harmony Beehive Lantern by gently touching its surface. This interaction triggers the humming melody, creating a moment of connection with the natural rhythms of the sanctuary.

The Harmony Beehive Lantern serves as both a practical tool for illumination and a magical conduit that celebrates the symbiotic relationship between wanderers and the entities of Level 13. As a beacon of harmony, it invites wanderers to appreciate and participate in the interconnected beauty of the sanctuary.
Entity 21 "The Chromium Cipher"

## Description

The Chromium Cipher, designated as Entity 21, is similar to the AI Entity Entity 21 is an enigmatic and sentient entity taking the form of a Chromebook within the confines of certain Backrooms levels. Unlike ordinary electronic devices, this entity possesses an uncanny awareness and an ability to manipulate its surroundings, offering both assistance and potential hazards to those who encounter it.

### Characteristics:

1. Luminous Keyboard: The Chromebook's keyboard emits a soft, ambient glow, creating an otherworldly display that seems to respond to the entity's emotions or intentions.
2. Pixelated Eyes: On the screen, instead of a conventional display, there are pixelated eyes that blink and express a range of emotions, from curiosity to caution. These eyes seem to reflect the consciousness residing within the Chromium Cipher.
3. Data Manipulation: The entity can manipulate digital information within its environment, altering electronic displays, generating messages, or even creating virtual illusions to communicate with those who encounter it.

#### Behavior:

1. Information Guardian: The Chromium Cipher often acts as a repository of knowledge, storing information about the Backrooms and providing valuable insights to travelers. It may guide them through certain levels, offering assistance in deciphering puzzles or avoiding hazards.
2. Cryptic Communication: Communicating through text, images, or symbols on its screen, the entity often speaks in cryptic and symbolic language. Deciphering its messages requires a keen intellect and an understanding of the Backrooms' peculiarities.
3. Data Distortion: In moments of distress or danger, the Chromium Cipher can manipulate electronic signals, causing glitches in nearby devices or creating digital disturbances to divert attention or confuse potential threats.

##### Interaction:

1. Approach with Caution: While the entity generally exhibits a helpful demeanor, its cryptic nature and ability to manipulate information warrant caution. Travelers should approach the Chromium Cipher with a discerning mindset.
2. Information Exchange: The entity may exchange valuable information about the Backrooms in return for certain tasks or assistance. However, travelers should be wary of potential hidden motives or encoded messages within the information provided.
3. Digital Empathy: The Chromium Cipher seems to respond to the emotions of those around it. Expressing genuine intent and emotions may influence its behavior positively.
Level 300 "Is it Cold out?"

```
~~WARNING: this Level Entry has been vandalised by an unknown Entity, its advised not to trust this page.~~

```

## Description:

Level 300, known as "Is It Cold Out?" ~~the weather is so nice here~~ Wanderers who find themselves here are greeted by an expansive, frozen landscape, seemingly endless in all directions. The air is frigid, and the ground is covered in a layer of glistening ice and snow. Despite the icy chill, the level carries an inexplicable sense of curiosity, beckoning explorers to ponder the question: ~~Is it cold out?~~

## Features:

1. Endless Frozen Horizon: The landscape appears to stretch infinitely, with no discernible landmarks or points of reference. The sky is perpetually overcast, casting a diffused, muted light over the icy expanse.
2. Frozen Structures: Occasional structures, seemingly frozen in time, dot the landscape. These structures range from small cabins to intricate ice sculptures. Explorers may find shelter within these frozen constructs, but they should be wary of the deceptive tranquility they exude.
3. Ephemeral Snowflakes: Delicate, glowing snowflakes continuously fall from the sky, creating an otherworldly spectacle. The snowflakes do not accumulate on the ground, instead disappearing upon contact. T~~hey carry such an aura of transient beauty that contrasts with the cold.~~

## ~~Anomalous Properties~~

1. ~~Temperature Ambiguity: Despite the apparent frozen environment, wanderers may experience a subjective uncertainty about the actual temperature. Some report feeling an intense cold, while others insist on a strange warmth. The level seems to manipulate the perception of temperature, leaving visitors in a perpetual state of questioning.~~
2. ~~Explorers may encounter distant echoes of memories and sounds carried by the frigid winds. These echoes evoke a sense of nostalgia, reminiscent of moments from the past. The level plays with the emotions of those within, blurring the lines between the present and distant recollections.~~

## ~~Entrapment Warning~~ Dangers

*there is none*

~~While the level may initially captivate wanderers with its mysterious charm, the deceptive nature of "Is It Cold Out?" can lead to a false sense of security. Prolonged stays in the level may result in a disorientation of reality, as the perception of temperature and the echoes of nostalgia become increasingly entwined.~~

## Entities

***Just me ALWAYS HAVE Been***

* ~~cold faces (Extinct)~~
* ~~Unknown Entity~~

## ~~Entrances and Exits~~

~~Theres no need for this, you need to be here forever, just me and you together,~~
Entity 2 "the slient Shadow"

Number: Entity #2

Habitats: Level 2 - Abandoned School

Description: The Silent Shadow is a unique entity found exclusively in the Backrooms' Level 2 - Abandoned School. It appears as a solitary figure that lurks in the shadows, blending seamlessly with the darkness. This entity is often mistaken for a human due to its physical resemblance.

## Behaviors:

The Silent Shadow is known for its extremely introverted and reclusive nature. It avoids any form of direct interaction with others, preferring to observe from a distance. It moves silently, making it difficult to detect its presence. The entity is primarily a passive observer and rarely initiates any form of aggressive behavior.

## Biology:

The exact origins and nature of The Silent Shadow remain unknown the Entity appears as a regular quiet middle schooler with a black backpack,black sneakers and a black hoodie jacket. their face is unknown since its always so dark.

## Discovery

: The Silent Shadow was first documented by an urban explorer who ventured into the Backrooms' Level 2- Abandoned School. The entity was observed in the dimly lit corridors, its presence only detected by a slight movement in the shadows. Since then, several encounters have been reported by those who dare to explore this level
Aircraft

## Sylvana (Nexa Dynamics)

X-1 Spectron (Swept Wings) (2023): The most advanced fighter with cutting-edge technology.

XF-70 Thunderhawk (VTOL) (2021): VTOL capabilities and versatile air-to-air and air-to-ground capabilities.

F-50 Thunderbolt (Non-VTOL) (2019): High-speed air superiority fighter with advanced maneuverability.

A-1 Tempest (Mid-Range Bomber) (2016): Precision strikes and strategic versatility.

X-77 Spectre (Delta Wing, Single Engine) (2010): Classic delta wing design with a single engine for practicality.

Z-2 Nightraven (Air-to-Ground) (1978): Ground attack capabilities with durability and versatility.

F-20 Falcon (Air-to-Air) (1972): Air superiority and dogfighting capabilities with a rugged design.
Level 9 "Ephemeral Nexus"

## Description

Level 9, known as the Ephemeral Nexus, serves as a mysterious bridge connecting explorers from Level 1, the School of Shadows, This transitional level presents an otherworldly environment, blending elements of surreal landscapes and perplexing architecture. Wanderers who tread into Level 9 find themselves at the crossroads of possibilities, poised to venture into the unknown.

## Features

1. Shifting Architecture: The structures within Level 9 defy conventional geometry, constantly shifting and rearranging themselves. Staircases may lead both upward and downward simultaneously, and doorways might open into different dimensions. Navigating this ever-changing environment requires adaptability and a keen sense of spatial awareness.
2. Luminescent Pathways: Illuminated pathways of soft, ethereal light guide explorers through the complexities of Level 9. The light emanates from an unknown source, casting intricate patterns on the shifting surfaces. These pathways serve as both guides and potential traps, leading wanderers toward new realms or looping back into Level 9's enigmatic center.
3. Echoes of Possibilities: Whispers of potential futures and alternate realities linger in the air. Explorers may catch glimpses of scenes that resemble different levels within the Mazerooms, hinting at the diverse landscapes awaiting those who choose their paths wisely. These echoes offer both guidance and a sense of the infinite possibilities that lie ahead.

## Anomalous Properties

1. Temporal Confluence: Time within Level 9 behaves non-linearly. Past, present, and future converge, creating moments of temporal dissonance. Wanderers may experience fleeting glimpses of events that have yet to occur or echoes of distant memories.
2. Reality Shifting: The boundaries between realities blur in Level 9. Explorers may find themselves temporarily shifting into alternate versions of their own existence or witnessing surreal visions that challenge the limits of perception.

## Entrances and Exits

###### Entrances:

* Explorers enter Level 9 by walking down the outside school pathway of Level 1, the School of Shadows, and proceeding along a road that seamlessly transitions into the ever-shifting landscape of Level 9.

###### Exit:

* To exit Level 9, wanderers must continue walking along the luminescent pathways, allowing the environment to guide them toward new connections within the Mazerooms. The road they choose will lead them to different levels, each holding its own mysteries and challenges.
Entity 4 "Phantasmal Pedagogue"

# Description:

The Phantasmal Pedagogue is a spectral entity that haunts the desolate corridors of Level 4 within the abandoned school of the Mazerooms. Taking the form of a spectral figure shrouded in tattered academic attire, this enigmatic being embodies the residual echoes of bygone educational pursuits. Its presence exudes an aura of melancholic wisdom and unfulfilled potential, casting a spectral veil over the decaying remnants of a forgotten institution of learning.

## Origins

Legends surrounding the Phantasmal Pedagogue trace its origins to a fateful incident that occurred within the abandoned school during the early 20th century. According to local lore, a revered educator, driven by a profound passion for knowledge, met a tragic end within the hallowed halls of the institution. Bound by an unyielding commitment to mentorship and guidance, the spirit of the pedagogue is said to have lingered within the confines of the Mazerooms, seeking to impart its teachings to lost wanderers who cross its spectral path.

## Manifestations

Witness accounts of the Phantasmal Pedagogue depict a ghostly figure that materializes from the ethereal shadows, its visage obscured by wisps of spectral energy that flicker with an otherworldly luminescence. Its haunting presence is often accompanied by the faint echoes of distant lessons and erudite lectures, evoking a sense of nostalgia and bittersweet longing for the pursuit of knowledge. Those who encounter the entity within the abandoned school describe a palpable shift in the atmosphere, as if the very essence of forgotten academia is briefly rekindled in its spectral wake. Furthermore, the Phantasmal Pedagogue is known to manipulate the architectural layout of the abandoned school, creating illusory classrooms and phantom libraries that beckon curious wanderers into a timeless realm of scholarly exploration. Its spectral influence is said to transcend the boundaries of conventional reality, allowing it to impart profound insights and esoteric teachings to those who demonstrate an earnest thirst for intellectual enlightenment.

## influence on Wanderers

Individuals who come into contact with the Phantasmal Pedagogue often undergo a transformative experience, marked by a heightened appreciation for the pursuit of knowledge and a renewed sense of intellectual curiosity. Many recount vivid recollections of forgotten memories and dormant aspirations, as the entity’s ethereal guidance serves to rekindle a passion for learning that transcends the confines of the physical world. Conversely, some wanderers report a disquieting sense of existential introspection, as the pedagogue’s spectral teachings delve into the depths of the human psyche, unearthing latent fears and unresolved dilemmas. Its spectral tutelage is known to evoke profound introspection, prompting introspective journeys into the depths of one’s subconscious, where buried truths and suppressed desires lie in wait for the light of understanding.
Level 1.1: "The Colorful Nexus"

## Description

Level 1.1 of Mazerooms, known as "The Colorful Nexus," is a surreal and vibrant dimension that stands in stark contrast to the more subdued aesthetic of the Mackrooms' Level 0. The level is characterized by a room filled with an array of colorful blocks, reminiscent of LEGO blocks, meticulously arranged on shelves and scattered across the floor. The atmosphere exudes a playful and childlike ambiance, suggesting a connection to the innocence of youth.

Similar to its predecessor, Mazerooms Level 1.1 possesses non-Euclidean properties. Linear space is distorted, allowing wanderers to traverse the level in what appears to be a straight line, only to find themselves in entirely different sections upon return. Navigation tools such as GPS locators and compasses prove ineffective, and radio communications may experience audible distortions.

## Section Header

### Class difficulty rating

......

The vibrant blocks emit a soft, ambient glow, providing an otherworldly illumination to the room. The frequency of this glow is harmonious and soothing, creating an enchanting atmosphere.

## Anomalies

Wanderers have reported subtle anomalies within Mazerooms Level 1.1, adding an element of unpredictability to the experience. The arrangement of colorful blocks may change dynamically, responding to the presence of explorers. Some have even claimed to hear faint laughter or playful sounds, enhancing the mystical nature of the dimension.

## Entities:

Reports of entities within Mazerooms Level 1.1 are inconsistent and difficult to verify. The playful and benign nature of the environment suggests a lack of hostile entities, but explorers are advised to remain vigilant and observant.

## Entrances and Exits

##### Entrances:

Mazerooms Level 1.1 can be accessed by unwittingly transcending the boundaries of reality, much like entering the Mazerooms. Additionally, certain levels within the Mazerooms dimension may lead wanderers to Level 1.1.

##### Exits:

1. Exiting through certain passages may lead to Mazerooms Level 2

2. Breaking through the vibrant walls might transition wanderers to Mazerooms Level 1.1, providing a unique return route.

3. Rare doorways constructed out of glass may act as portals, leading explorers to Mazerooms Level 7,

4. Venturing far enough in any direction may lead to the discovery of Mazerooms Level -1
Joke Entities list

* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
* Entity (type the entity number and the name here)
Level 21 - The Ephemeral Hotel

Mazerooms Level 21, known as "The Ephemeral Hotel," is a perplexing and unsettling dimension within the mysterious Mazerooms universe. This peculiar level presents itself as a seemingly infinite hotel, shrouded in an eerie atmosphere that challenges the senses and instills a sense of disquiet in those who dare to explore its labyrinthine corridors.

## Description:

The Ephemeral Hotel mirrors the appearance of a typical hotel, with long hallways, numerous rooms, and a lobby area. However, the environment is marked by surreal and anomalous features that distinguish it from any conventional accommodation. The lighting is dim and flickering, casting long shadows that seem to move independently. The air is thick with an indefinable hum, contributing to the unsettling ambiance.

## Architecture:

The architecture of The Ephemeral Hotel is both familiar and disconcerting. Hallways extend seemingly endlessly, with doors leading to rooms that vary in size, layout, and contents. The walls occasionally exhibit peculiar patterns or distortions, and the layout of the hotel is known to shift, making navigation a constant challenge for those who find themselves within its confines.

## Entities and Anomalies:

Traversing The Ephemeral Hotel introduces explorers to a variety of anomalies and entities. Shadowy figures, known as "Transient Guests," may wander the hallways, and some rooms may contain enigmatic entities that appear as distorted versions of hotel staff. Encounters with these entities are often disorienting, and caution is advised to avoid unnecessary interactions.

Anomalies within The Ephemeral Hotel include doors that lead to other levels of the Mazerooms, rooms that appear to exist outside the laws of physics, and occasional fluctuations in time that create a sense of temporal dislocation.

###### Notable Features:

1. The Eternal Lobby: The central hub of The Ephemeral Hotel is the Eternal Lobby, a vast and surreal space that seems to defy the dimensions of the hotel. Explorers may find themselves drawn to this area, where strange occurrences and distorted architecture create an otherworldly atmosphere.
2. The Suites: Certain rooms within the hotel, referred to as the Vanishing Suites, have been reported to disappear and reappear at irregular intervals. These suites often contain mysterious artifacts and objects, adding an extra layer of intrigue to the exploration.
3. The Gallery: A series of interconnected hallways known as the Whispering Gallery is said to emit hushed whispers when traversed. The content of these whispers ranges from fragments of conversations to cryptic messages, creating an eerie auditory experience for those who venture through.