recursal/Fanatic-Fandom huggingface dataset:
Level 974

## Level 974: Kitty's House

### Description:

**Level 974** appears to be a moderately sized home with pink theming throughout th interior. There appears to be no physical door leading to an outdoor area and windows within the level simply reveal artwork depicting what one would typically see outdoors, except with a notably "cute" theming to it.

Due to its finite space, there are only a few rooms which can be accessed and explored in the level. This level consists of; a normal sized bedroom, a master bedroom, two bathrooms, a living room, and a dining room with an attached kitchen. Plumbing and electricity function normally in **Level 974**, and there is a decent Wi-Fi connection as well. These amenities have all been proven safe to use, and Wanderers are encouraged to use them whin the Level, as they may not encounter another safe spot for awhile.

The distinctive quirk of this level is the pink and pastel theming and decor within it; the walls, furniture, and even the appliances all have this notable style of decor. These items are often branded with familiar mascots from the Frontrooms, such as characters from Sanrio and San-X.

Many consumable items can be found here, such as Greasy Marshmallows and various types of food typically seen in the Frontrooms, these items are located within the kitchen's fridge and pantries. The food itself is in good condition and is completely safe to consume. Anything taken from the pantries or fridge will eventually replace itself by unknown means.

### Entities:

Only one known entity resides in Level 974; the entity known as 'Kitty'. Kitty is a 3.2m tall, humanoid entity with unnaturally long, lanky limbs which lack hands or feet. The entity's skin is matt-black and has a texture similar to that of leather. It also seems to lack any semblance of facial features, but is assumed to be able to see, hear, and smell the same way most Wanderers can via alternate methods. When moving, Kitty travels smoothly and switfly, often times surprising Wanderers who were not aware of its existence by appearing in close vicinity to them.

The entity has not yet displayed any forms of hostility, opting instead to stalk Wanderers as they explore and rest within **Level 974**.

### Colonies and Outposts:

There are neither any colonies nor outposts on this level.

### Entrances and Exits:

#### Entrances:

If a Wanderer has anything perceived as 'cute' on their person upon entering a new level, there is a slight possibility of being transported to **Level 974** instead of the location they would have normally been transported to.

#### Exits:

The only known exit from **Level 974** is by giving Kitty a 'cute' item that was obtained before your visit. This item can be given to Kitty at any time during your stay. Upon handing the gift to Kitty, you will immediately fall asleep and wake up in a safe level.
Negative Level List

See also: Normal Levels, Enigmatic Levels, Joke Levels, Rooms

### The Original Negative Five:

Level -1 - "Monochromatic Infinity"

Level -2 - "A Weird Conglomeration"

Level -3 - "Nostalgic Nightmare"

Level -4 - "Eyes on You"

Level -5 - "Eternal Winter"

### -6 - -55:

Level -6 - "The Makeshift Mines"

Level -7 - "Dinner Party?"

Level -8 - "The Whispering Library"

Level -9 - "Mystifying Aura"

Level -10 - "Playground Puzzles"

Level -11 - "The Glitchy City"

Level -14 - "False Paradise"

Level -15 - "The Teal Labyrinth"

Level -16 - "Altered Topology"

Level -33 - "Lukewarm Hotel"

Level -36 - "äääærport"

Level -37 - "Cold Light Sea"

Level -44 - "The Electrified Swamp"

Level -48 - "Granny's Hotel"

Level -52 - "Pylon Purlieus"

Level -54 - "The Redacted Level"

Level -55 - "The Human Limit"
Level Keys

## Object 2: Level Keys

### Description:

**Level Keys** are rare objects found across the Backrooms. Every level has its own key and there can be multiple keys 'belonging' to one level. Most **Level Keys** bear a resemblance to 20th century cast-iron keys; however, they also contain a unique indentifier as to their home level. They can unlock doors within these levels and can also be used to access their home level through doors in other levels. **Level Keys** function identically to Frontrooms keys, with a few quirks. Much of the inner workings of these strange keys is unknown, and are still undergoing active research by the M.E.G.

### Properties:

Interestingly, the most useful property of Level Keys is that they all resonate specific frequencies depending on how many levels you must travel through in order to arriveat its 'home' level. It is always the shortest route. Frequencies for each distance are seemingly random for each key type; however, it has been theorised that if one could crack the 'prediction code' for a type of level key, one could predict distance based on frequency or vise versa for that key type. Datasets for level navigation far from the Quantum Stable levels are quite valuable and often sought after by expert explorers and wanderers. The M.E.G. has recently discovered that keys from the Frontrooms vibrate incredibly faintly, hinting at some sort of exit. If one could crack the prediction code for the Frontroom keys, we could get a 'hot or cold' detector that directs us towards the Frontrooms. This property is currently undergoing extensive research.

**Level Keys** used for LPSs (Level Positioning System) are broken down into shards for more compact storage and to maximise the amount of LPSs produced per **Level Key**. However, these shards are unable to open doors.

Small booklets are used in order to riangulate what level you are in. Here is an example from a basic dataset for the first twenty levels on how to utilise **Level Keys** to find your level location. A dataset is named based on the amount of keys it supports and the corresponding levels. For example a dataset named 5kLPS 0-10-20-30-40-50 means it supports up to five **Level Key** shards from Level 0, 10, etc...

The most well known property of a **Level Key**, however - and the main function of **Level Keys** themselves - is its ability to open locked doors within its home level and access its home level through opening the respective door within The Hub. **Level Keys** are inexplicably linked with their home levels, although to what extent we are unsure.

### Locations:

**Level Keys** are only found in their respective levels and are often hidden or hard to find, especially in large or infinite levels. They're considered rare items and are bartered for a high price amongst minor groups. Every level has their own **Level Keys**, though how many per level is currently unknown.
Level 0.!

## Level 0.!: "Where The Yellow Meets The Red"

### Description:

**Level 0.!** share many characteristics with both Level 0 and Level !. The level consists of a maze of hallways and rooms made with red wallpaper with Level 0's texture, wet, red carpet, red celling tiles, and red tinted florescent light. An audible emergency alarm sound can be heard through out the entire level, replacing the regular florescent light buzz from Level 0.The level stretches out 100 kilometers in each direction.

Similar to Level 0, **Level 0.!** is a Non-Euclidian space, meaning that it's possible to walk in a straight line, turn around, and find yourself in a completely different set of rooms. In addition to this, various hazards are also present within **Level 0.!**. Some of the documented hazards are

* Giant chucks of walls falling and crushing wanderers

* Boiling hot celling tiles falling on wanderers

* Landmines that if blown up will causde the floor to collapsing and trapping wanderers in The Void.

* Fluctuating temperatures, meaning that one minute the level can be at perfect room temperature, and next minute the level is at absolute zero.

A unique thing about **Level 0.!** is that random slides can be found at random points in the level. These slides are anomalous in nature, as going through one of theses slides will lead one to random locations, but the amount of time this takes varies. Some wanderers were only inside their slide for a few seconds, while others had to wait for hours to be transported.

### Entities:

**Level 0.!** hosts a large amount of entities, which include Smilers, Hounds, Bone Thieves, Skin-Stealers, Female Deathmoths, Death Rats, and Partygoers.

### Entrances and Exits:

#### Entrances:

* Exiting Level ! has a very rare chance of taking you to this level.
* Entering a blood red door on Level 0 will transport one here.

#### Exits:

* Going through a slide will transport one to Level !, Level 1, or Level 1.1.
Curabitur Bird

## Entity 37: "Curabitur Bird"

Entity Number: 37

Habitat: Level 45, Others

### Description:

The **Curabitur Birds** are relatively large avians which prey on male Deathmoths using a long sticky tongue to attract and trap them. They are mostly harmless when it comes to interactions with humans, as they will flee if they notice any creature larger than themselves approach. They are extremely slow, only able to locomote by flapping their nearly vestigial wings.

### Behaviors:

The **Curabitur Bird** is almost always in a nearly completely dormant state. They can spend days at a time floating in a single spot, only snapping into action when a perceived threat draws too close or when a male Deathmoth comes into contact with their tongue. The Deathmoth is attracted to the bioluminescent tip of the **Curabitur Bird's** tongue, and will get stuck in the highly adhesive salivs that coats it. **Curabitur Birds** are unable to consume female Deathmoths and will avoid areas where they are present.

**Curabitur Birds** pose no threat to humans in almost any situation. They flee from humans, so even though they do have a sharp talon at the end of each of their legs they aren'e likely to use them. The only time that a **Curabitur Bird** attacks a human is when it is trapped by one, which typically happens when they are being hunted. This is not a problem when they are attacked at range.

### Biology:

Much of the biological information on the **Curabitur Bird** has been provided on behalf of Dr. Trescothick of the Backrooms Research Consortium.

"Perhaps the most striking feature of the Curabitur Bird is the bioluminescent gel which it stores in the hump on its back. Despite the fact this gel is a semisolid, it is significantly lighter than air, allowing this strange creature to stay airborne almost indefinitely.

This subsance, which I will henceforth refer to as Curabitur Gel for simplicity's sake, has an incredible potential for practical uses. When extracted from the Curabitur Bird, the gel will maintain its light giving properties for up to several days. This window of usefulness can be extended almost indefinitely when the gel is exposed to a significant amount of heat. This means that a jar of Curabitur el could serve as a constant light source in warmer levels of the Backrooms.

At the moment me and my colleagues are attempting to find other practical applications for the Curabitur Gel. We believe that the properties that allow it to float on air could be incredibly useful in a wide swath of technologies. I have personally ruled out the possibility for its use as a foodstuff, as the gel has an incredibly acrid flavour and is much too acidic to safely swallow."

### Do's and Don'ts:

#### Do:

* Use ranged weaponry when attempting to hunt this entity.
* Keep Curabitur Gel heated once harvested.
* Bring any specimens, living or dead, to the Biological Research Team of the Backrooms Research Consortium for a small reward.

#### Don't:

* Grab it by the tongue. Their saliva makes a dreadful mess, and they will make a go at you with their talons.
Level -3

## Level -3: "Nostalgic Nightmare"

### Description:

**Level -3** is a level that changes appearence based on the person who enters it. The level will look like warped, but very accurate recreations of multiple places from the wanderer's memory, usualy being places that cause nostalgia. The level can have a house, a backyard, a playground, a school, an office or other places. It can even be a mix of different, unrelated locations. Most of the time, when you enter this level, you will most likely appear in a house from your childhood. This level has no day/night cycle and will instead be locked to a semingly random time. There are theories about the time being based on some memory of the wanderer as well, but this is not confirmed.

The level's locations are very detailed and accurate, but they can have some inconsistencies, such as photos being blurry, objects from other levels of the Backrooms appearing and many other things. Another anomaly that has been noted is that the wanderers might hear music that fells nostalgic and strangely familiar, this can be music from videogames, movies or any other music that they have heard before. This music does not get louder or quieter when going through the level and the person will not be able to remember exactly were the song is from until exiting the level, despite feeling tlike they heard it before.

It has been noted that if you person enters the level, the entrance gets locked until the wanderer leaves the level or dies, but there have been cases of more than one person in the level at once. When this happens, the level will mix memories of all people inside.

Despite the nostalgia, this level is also known for causing memory loss on people. This is caused by level excluisive entities, wich are talked about in the entities section.

### Entities:

The only two entities reported in this level are Smilers (only if some part of the level is dark) and a level-exclusive entity know as "Bedsides".

Bedsides are entities that look like people that that the wanderer knows. These entities are hostile, but may appear friendly for the first few minutes in the level. They will try to mimic the personalities of the people they look like, but it's possible to notice some differences, they will also have the same voice. Bedsides can cause you to loose memories if you stay near them, the more you loose memories, the more they will get distorted.

### Colonies and Outposts:

Because of the nature of this level, creating colonies or outposts is considered unfeasible.

### Entrances and Exits:

#### Entrances:

* Some doors in Level -1 will lead here.
* Finding a door that resembles the front door of your house in Level -2 will also lead here.
* Unlock this level's door in The Hub, wich looks a texture from an old 3D videogame.

#### Exits:

* An exit door will appear in a random part of the level, wich will lead to a random negative level.
* If you loose to many memories, this level might get too distorted and you may be sent to The Void.
* Touching a cardboard box will send you to Level -2.
* Finding a locked basement door and noclipping through it will send you to Level -4.
Constrictai Tomb

The **Constrictai Tomb** is a cave on the top of the Mountain of a Million Steps where the Constrictai tribe was sealed away by the Elemental Alliance, in an attempt to prevent the five Serpentine tribes from uniting again, causing another Serpentine War.

It is accessible from an entrance near the peak. The tomb is lit by several torches along the walls, which are also covered in ancient murals depicting Serpentine legends.

## History

The Elemental Masters sealed the Serpentine, including the Constrictai, into five different tombs using the Sacred Flutes.

 **Ninjago Settlements**
**Kingdoms:** Avalon · Merlopia · Metalonia · Shintaro
**Towns:** Hono Mizu · Nom
 **Ninjago Tree Formations**
**Jungles:** Hiroshi's Labyrinth · Jankikai Jungle · Primeval's Eye · Uncharted Jungle
 **Ninjago Rock Formations**
**Caverns:** Dungeons of Shintaro · Rock-Bottom
**Caves:** Caves of Despair · Crystal Caves · Geckle Strong-Cave · Hall of Mirrors Cave · Munce Home-Cave
**Mountains:** Break-Your-Leg Mountain · Golden Peaks · Mountain of a Million Steps · Mountains of Impossible Height · Mouth of Eternal Shadows · Shintaro Mountain · Tallest Mountain of Ninjago · Torchfire Mountain · Wailing Alps
 **Ninjago Sand Areas**
 **Ninjago Cold Areas**
 **Endless Sea**
 **Ninjago Landmarks**
**Monasteries:** Monastery of Spinjitzu
**Palaces:** Chen's Palace · Merlopian Palace · Royal Palace · Shintaro Palace
 **Ninjago Cemetary**
 **Chima**
The Comedian

Entity Number: 185

Habitat: Level 5

So like - listen, there's this guy - and xe arrives at a hotel, right? And xe's like, hey, this is a pretty neat hotel! But it seems to just be missing something... Ya feel me? Fancy decorations...pretty swell music, if you ask me, but it's just... *missin*' something!

This is an awfully boring set up you have so far.

Okay, okay but - wait! I'm not finished yet. So xe goes up to the dude running the place, and xe's like hey! Your place kinda sucks, hire me! And then he goes -

That's just not true. I did *not* hire you. You just came here and decided to stay.

Oh, come on, big guy. Jokes aren't meant to be *accurate*! They're s'posed to be funny!

I don't find humour in blatantly lying to people. How do you think something like this would reflect onto *me*?

But...er. Isn't blatantly lying to people your whole shtick?

That's different.

Okay, fine, fine, I'll start over then.

Uh...let's see...oh, I've got one -

So, y'know, when I was a kid... my mother always used to tell me this one specific thing, it was like... she used to always tell me... uh.

Go on.

I...I don't remember. I'm sorry.

Are you kidding me? I swear, if you -

No, no wait, I've got it! This joke'll really make you laugh, I *promise*!

...if you say so. Let me hear it.

Okay, here goes nothing... why did the chicken cross the road?

...

You're supposed to answer with 'why',

*...Why?*

*To get to the other side!*
Level -44

### The Lab:

This is the area of Level -44 that you will spawn in. As its name suggests, this area is an abandoned lab. This lab is littered with old science equipment like beakers, test tubes, test tube racks, alcohol burners, etc. As well as old drawings and blueprints of failed projects. One such experiment that you can find is a prototype of what appears to be Neon Water. However, this neon water appears to have the same effect as Cashew Water as this Neon Water can attract nearby entities, so it is strongly recommended not to interact with this object.

### The Swamp:

If you decide to leave the lab, you will be greeted with the next and final area of Level -44. This area is a giant swamp around the size of South America. This area is completely infested with vines and trees, so navigation can be difficult, not to mention the fact that some trees here are radioactive, so make sure to avoid those. The ground here is soggy and wet, making navigation here even more miserable. Sometimes, you can find big lakes here, but DO NOT DRINK THE WATER, as it sometimes can be dirty, and other times it can be Liquid Pain.

### Entities:

#### Robot Skeletons:

These entities appear to be humanoid creatures that seem to resemble a skeleton with red eyes. They have long arms with sharp claws on their hands, long legs, sharp teeth with a missing lower jaw, big round ears, a party hat, and their body looks to be falling apart. They also have an extra face with the other half of its jaw, and an extra eyeball. They roam around the lab during the night. If they find and catch a wanderer, they will rip the wanderer’s head off. It is unknown what they do with it after or why they want their head specifically.

#### Mangled Skeletons:

This entity is another version of the robot skeletons, however these appear to have body parts scattered in random places. They can be found on the roof of the lab, so stay vigilant when in the lab for a potential attack.

#### Predatory Pylons:

For some odd reason, Predatory Pylons seem to love hanging out on Level -44, they can be found quite often.

#### Deathmoths:

Female Deathmoths can be found hiding inside of trees here.

### Entrances and Exits:

#### Entrances:

* No-clipping into a wall on Level Fun =).
* Making physical contact with an entity on Level ! has a 97% chance to send you here.

#### Exits:

* Touching water in a lake will send you to Level 7.
The Computer Room

### Description:

**The Computer Room** is a room found in Level 0, it consists of nothing but a Gaming PC setup in the far left corner of the room, a deceased common entity (usually a Hound, Skin-Stealer, or Wretch most of the time) placed at an undisclosed location inside the room (this varies from each wanderer and each visit), and a six pack of Almond Water in the middle of the room. The moist carpet and humbuzz of Level 0 can still be heard inside the room.

The PC itself contains various video games and applications from The Frontrooms. However, some files may also contains instances of the HappyFiles Virus. The only exceptions to this are the Backrooms Forums and the Backrooms News applications.

### Entrances and Exits:

The only way to enter and exit this room is by finding a room with a Gaming PC in Level 0.
Level 321

## Level 321: "The Infinite Art Studio"

### Description:

**Level 321** is a vast level with winding hallways and many medium size rooms, often appearing to host tools in relation to animation. The place looks like an animation studio from the 1930s. with old animation equipment, storyboard desks, and posters of Fleischer era style characters.

Strangely, it also happens to be littered with Cromwell Era swords, guns, shields, and other tools of war.

It has an unknown number of floors and these floors are of probable infinite size. The walls are often scribbled on with drawings varying from anthropomorphic objects to crude pictures of animals. Walls are often tiled in colors of red, blue, yellow, and white.

### Room Types:

#### Creator Studios:

These are rooms with a drawing desk, pencils, colored pencils, brushes, paint, stone carving tools, a mirror, wood whittling, tools, sewing tools, and knitting tools. Painting or drawing most things has no real result. You've just made an art piece. They're inconsequential.

However, and it must be stressed there is one case in which that is not the case. If a human attempts to draw or paint an instance of Entity 115, also known as a Created One, the moment they finish the drawing or finish writing any additional characteristics they want the Created One to have, they will spawn a new instance of the entity that will generally treat them like a parent. These will come out as children unless you write that to not be the case.

#### Gardens:

Gardens are a 20x20 room with gardening tools, seeds, water, and other gardening related stuff. Most Created Ones are found here mainly for the fact that there needs to be food grown here.

#### Dwellings:

These are the most common to find and are more or less full on hotel rooms. They have two 15x8 foot bathrooms and a 10x20 foot bedroom.

### Colonies and Outposts:

#### Jarlford:

Jarlford is the densely populated capital of the Regency at a population of 100,000, surrounded by small towns and villages, and is the beating heart of the Created Ones' civilization. The Regency has a land area of approximately 4 million km² (1.5 million square miles) within Level 321 (known to the Created Ones as "the lands of Art") and the vast majority of Created Ones live here, with a population of approximately around six million of them within this vast area as a whole.

### Entrances and Exits:

#### Entrances:

To enter, you can fall asleep with a sketchpad in your hand on the floor of an apartment in Level 13 and wake up in **Level 321**. Noclipping through a painting of a desk with art supplies in Level 57 will also lead here.

#### Exits:

If you find a door with a picture of a bundle of grain taped to it, walking into it will lead you to Level 184. Spending the night in the same bedroom for a straight month will take you back to Level 13 on the first day of the fifth week.
Photoshop

## Entity 104: Photoshop

Entity Number: 104

Habitat: Anywhere with a computer

### Description:

Entity 104, also known as Photoshop, is a block-like creature found near a desktop counter. This entity is very aggressive around anyone, so it is suggested that you remain cautious when approaching Photoshop by keeping a safe distance. The entity can be found in any level with a desktop, but the first sighting of Photoshop was in Level 2 in Office Space EL3A.

### Behaviors:

Photoshop is an entity with unusual abilities. It appears as non-threatening from afar, but if anyone gets within a 5ft. radius anywhere around the entity, a large, transparent box with black edges will surround them. Any matter that passes through the walls of this box will be destroyed as if the entity is cropping it out of existence. The entity doesn't attack if you take a picture of it with a camera, even if up-close. It is theorized that this is the entity might want attention and praise. If you place an object in front of Photoshop, a large, white, and bloody arm will come out of the computer and grab the object into the screen. After this, the object will be seen on the monitor. If Photoshop has enough items, it will materialize the objects from the desktop screen, change the hue with dark red, and use them as legs to move around. The entity will not attack you if you give it an item and will find its prey somewhere else.

### Biology:

The entity has two photos of eyes, a picture of a Pitbull's mouth wide open for its face. For its body, it has a block that has a photograph of flesh on all sides. The images for the eyes and face are completely flat. The entire body looks blocky and has a glitching effect to it. Photoshop has an estimated height of 7'9".

### Do's and Don'ts:

#### Do:

* Keep your distance
* Take a picture of it
* Give the entity an object

#### Don't:

* Get too close before taking a pcture
* Try attacking it
* Stand still
Level 30

## Level 30: "The Infinite Halls of Doors"

### Description:

**Level 30** is a conglomeration of rooms, with doors placed in random areas. Whenever a door is opened, it will lead to another hallway of the level. The hallways vary in design and quantity of doors, with some halls having architecture similar to that of Level -1, Level 0, Level 0.11, Level 0.2, Level 1, Level 4, Level 5, Level 13, Level 21, Level 26, Level 37, Level 52, Level 53, Level 207, and Level 427. The lighting in this level can barely hold on its own and thus, electrical tape is necessary to hold them together as seen in the image.

Almond Water is plentiful throughout **Level 30** and safe for cosumption, as water fountains, sinks, and vending machines can be seen in some parts of the hallways.

Some doors can lead to various levels, including rooms, and enigmatic, negative and sub-levels. These levels include, but are not limited to: Level -15, Level -10, Level -5, Level -2, Level -1, Level 0, The Manila Room, Level 0.11, Level 0.2, Level 1, Level 1.1, Level 2, Office Space EL3A, Level 3, Level 4, Level 5, Level 6.1, Level 9, Level 11, Level 11.1, Level 13, Level 21, Level 25, Level 26, Level 29, Level 31, Level 37, Level 44, Level 52, Level 53, Level 188, Level 207, Level 427, The Hub, and The End. Due to information inside cracks inside **Level 30**'s walls and the fact that it is a gateway to The Hub, there have been theories that this level may have been its predecessor at one point.

### Entities:

The only entities in **Level 30** are Facelings under the 11 Effect.

### Entrances and Exits:

#### Entrances:

**Level 30** can be entered by finding an oddly placed white door in any level of the Backrooms. This level can also be accessed via the white door in backroom.

#### Exits:

Many exits have been mentioned above. Although, on rare occasions, one can find an exit that leads to Level 154.
Level 80

## Level 80: "The Funrooms"

### Description:

Level 80 also known as **''The Funrooms''** is an anomalous Level that consists of partyrooms, kitchens, bedrooms, hallways, playgrounds and bathrooms. Almond Water and Almond Cake can also be found on this level.

### Entities:

The entities on this level are Partygoers, Smilers and Sanguine Festivus.

### Entrances and Exits:

#### Entrances:

Writing ''Let Them Eat Cake!'' on a wall in The Afterparty will send you here.

#### Exits:

Entering a door with a Partygoer symbol on it leads to Level Fun =) while a rusted door leads to Level 338.
Level 0.〽️

## Level 0.〽️: "McDonalds in the Backrooms"

### 🍔Description 🍟:

This level is one of the smallest levels in the backrooms, it consists of the interior of a McDonald's restaurant, with the normal chairs and tables. The walls, ceiling, and floor are the same as Level 0. There are normal posters on the walls and leftovers can be found on the tables however some are not safe to eat as they might be rotten even if it doesn't show any signs.

Wanderers can order by screaming the name of items they want (They have to be normal McDonald's food) and the food ordered will appear on one of the tables. The food does not appear to cause any harmful side effects but will make the person happier after the meal is done.

Unlike Level 0 wanderers can meet in this level. Technology will break while in the level but will instantly be repaired when exiting the level, somehow the screens displaying the menu still work.

### 🍔 Colonies and Outposts 🍟:

None have been made due to the level's small size.

### 🍔 Entrances and Exits 🍟:

#### 🍔 Entrances 🍟:

This level can be found somewhere in Level 0.

#### 🍔 Exits 🍟:

Leaving through where you came from leads to Level 0.
Bone Thieves

## Entity 121: The Bone Thieves

Entity: 121

Habitat: The majority of levels, as long as some sort of solid ground is present of them

### Description:

Entity 121, better known as Bone Thieves, are massive, potato-shaped beings with bumpy, sickly, yellow skin, that is practically impervious to all manmade forms of weaponry. Excluding highly technological items outside of the Backrooms, such as nuclear weapons.

### Behaviors:

The Bone Thieves are stationary predators that rely on their ability to mimic the noises of both humans and entities to draw prey near and make them boneless. Their anatomy hasn't been properly examined to decipher how the Bone Thief can mimic so accurately. It is theorized that these entities must possess a highly developed larynx and temporal lobe to remember and utilize various voices.

How their prey become boneless upon meeting their gaze is unknown. Where and what happens to the bones during and after removal is equally a mystery. The removal of their prey's bones is impossibly swift and clean.

What is noted is that their bone-thieving powers can only be focused on one individual, therefore someone can see their eyes, as long as they're not the one having their bones be removed.

### Biology:

Bone Thieves possess a large, gaping mouth that houses its eyes. The flesh within its maw is slick, colored hauntingly close to Vantablack as any texture definition cannot be viewed. This entity's jaw strength is immense, without any gum line or teeth to chew throuugh, it must stick to a strict, no-bone diet. The two orifices on the sides of its head ooze a sort of liquid that helps keep its skin moist; which has a distinctive blue hue.

When a Bone Thief makes a kill, it will extend its "neck" to reach out and slurp up the boneles corpse. Thereby implicating that this entity has some from of inner structure.

Bone Thieves have never been observed to defecate or urinate. However, they have been observed regurgitating items that cannot be digested, such as articles of clothing, bags, or other manmade objects.

When a Bone Thief is done feeding, their skin turns to a duller hue and they close their mouths. Thereby nullifying their bone-thieving capabilities for at least a week as they digest their last meal.

### Additional Info:

Although rare, Bone Thieves are capable of minimal movement and will migrate when they feel that their current territory will not sustain them. Their approximate speed can be compared to that of a lethargic sloth.

It is theorized that the victim's bones are teleported to a different dimension when being removed. Although no evidence has been brought forth to support this claim.

### Do's and Don'ts:

#### Do:

* Keep a safe distance.
* If a Bone Theif comes into view, step out of its line of sight as fast as you can.
* Be critical of what noises you hear. Bone Thieves rely on mimicking noise and will often repeat these sounds in a loose pattern.

#### Don't:

* Make eye contact. Keep your gaze low, and move past them.
* Disturb them, even if their mouth is closed.
Level 71

## L3V3L 71: "TH3 V01D B4S3M3NT"

### D3SCR1PT10N:

Level 71 resembles a large basement which is largely unfinished. This basement has no walls besides the entrance, and is pratically infinite in most directions. No ends were discovered in north, west and east. If you walk to the south you'll find the entrance wall, which in itself seems to be infinite. Follow this wall for guidance, as there isn't many landmarks to keep in **M1nd**. However the basement area does include wooden scaffolding and support beams around the level. Dust and what seems to be sand cover the floors and walls. Lights are completely **Abs3nt** in Level 71, and a light source is needed for exploration.

The level itself has the anomalous effect of changing the vision of the Wanderer to black and white. This **Ef4ct** will be present throughout the level. This effect isn't harmful to the human body and mind, and can be handled with relative ease. While in Level 71 you may hear echoes that will occur every fourteen (14) to sixteen (16) hours. The **Ech0es** are noises that the Wanderer has a fond memory of and would recognize immediately. The source of the noises are unknown.

There are almost no entities in **S1ght** when roaming Level 71. However that does not mean they can't be encountered. Skin-Stealers and Hounds do exist within the level. Level 71 is also the second encounter with "The Business Men" which were first discovered in Level -1. You may find them when traveling too far in Level 71. **No** other entities have been recorded at the moment. Evidence found via exploration has shown that Level 71 may possibly have a connection to Level -1 and Level 91 due to The Business Men and the noir type filter affecting your vision.

### C0l0n13s 4nd 0utp0sts:

Only three (3) colonies and one (1) outpost are supposed to exist in Level 71.

These Groups at the moment are unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown unknown no no no no no no no no no no no no no no no no no no no no no no no

**n0**

### 3ntr4nc3s 4nd 3x1ts:

#### 3ntr4nc3:

Finding a basement in Level 4 will lead you to **Level 71**. This entrance is closed soon after.

#### 3x1t:

C0m3 B4ck t0 us

Th3r3's n0 3sc4p3

Fad3 1nt0 TH3 5H4DY GR3Y

Hello?

It's so dark...

Cold...

Where am I?

Am I alive at this point?

Why I am still here.

I can't feel my...

My arms...

The side of my body...

I can still walk...

But...

They're gone... Faded into nothing...

Why?

4sc3nd... f00l1sh tr4v3l3r

f4d3... f4d3...

Who...

Who are you?

Who am I?

b3c0m3

Welp...

I guess I'm here...

I understand... Where my fate lies ahead...

I am now fading into the past.

I am forever missing in the shade.

A gray shadow engulfing the ever so bright.

Why?

Was I wrong?

h3lp

No.

I am stuck... fading into nothing

...

Fade into air...

One with reality...

That dust... Sand...

I am one...

Fade into the ~~Sh4d3~~

--4 5h4d3 0f Gr4y...--..

I can't breathe...

I'm Fading... i'm fading... ~~h3lp!~~

why...

why?

why me?

why!?

0n3

~~g0n3...~~
Level -6

## Level -6: "The Makeshift Mines"

### Description:

**Level -6** is commonly described as a cave or a mine. There are a varying number of hostile entities. Few have been in **Level -6**, and its discovery was very recent. The M.E.G. have attempted to establish a presence in **Level -6**, being some of the first to properly explore the level. Depth meters can be used at this level and randomly found throughout it. Other items like flashlights, spotlights, and matches are scattered throughout the beginning depths.

**Level -6**'s lighting is greatly varied, as the deeper into the level you go, the darker it gets. It is said that if you go deep into **Level -6**, you will begin to "lose your eyes" as the level gets darker and darker.

As you enter **Level -6** you will find the level to mostly be made of tight mine shafts and tunnels that on occasion open up to slightly larger areas and more present mining locations, however the deeper parts of the mine will begin to grow larger, as gigantic underground quarries and mine veins become the norm. This can be extremely dangerous as the complete darkness along with the open spaces can lead to you becoming lost quickly, if the entities haven't attacked by that point.

### Entities:

Many entities can appear in this level and the chance of finding them depends on the entity and how deep you are in the level. As you first enter, Bursters, Wranglers, and Reviooks can be found plentifully, however as you go deeper into the nearly pitch black areas you will begin to find entities that are specific to **Level -6** which have yet to be documented.

There is a certain point where tunnels and mineshafts stop apearing altogether, and there are only gigantic quarries that go on a few miles. This is the deepest point of **Level -6**, referred to as "game over". This areas has seemingly no entities, however the engulfing darkness along with the deep pitfalls has made this a treacherous area to explore. Only a handful of people have ever made it to "Game Over" as the areas the precede it are the dense in terms of entity population.

### Colonies and Outposts:

#### M.E.G. Outpost "Blinding Dark":

* An M.E.G. outpost located 300 feet deep into **Level -6**.
* Around 15 members.

#### The Prophets:

* Claim to be the original settlers of **Level -6**, no record of how they entered.
* Completely blind due to prolonged exposure to the darkness
* Roughly 30 members. Mostly passive but don't like outsiders.

### Entrances and Exits:

The exact entrance to **Level -6** is not completely known yet. The team that eventually founded the outpost "blining dark" appeared in the higher parts of the level after traveling miles deep into the hallway at Level -5 before abruptly noclipping into the level.

It is very likely that the main exit to **Level -6** into a new level lies at the "game over" location, however it has never been discovered. However, the only known exit is via an envelope, which will send you Level -7.
Level Fridge

## Joke Level Fridge

### Description:

**Level Fridge** is an infinite series of yellow halls lined with refrigerators. These refrigerators have a yellow text on them, however, it is impossible to read what the words written on the fridges say, even when examined under a microsope.

**Level Fridge** is not dangerous at first, but the level's entity has some hostile effects. This level is filled with different types of refrigerators, some of which have power. The refrigerators that are powered have meals inside of them. These meals will be hot if eaten hot, even though the refrigerator itself has cold air. When observing Level Fridge, you notice that you are scaled down compared to your surroundings outside the normal sized refrigerator halls. The entire level is an enormous fridge store. Any attemts to walk towards these refrigerators will result in failure. When attempts are made, you will never appear to get closer to the refrigerators outside the normal refrigerator halls. One of these refrigerators includes an 'X' written on the top left corner. No one knows what this means as of now.

The only entity present on Level Fridge is "The Refrigerator Guy". The Refrigerator Guy is a humanoid East Asian Male with a yellow shirt, who can be observed walking down the halls of Level Fridge with a smile on his face. If the entity spots any wanderer, he will proceed to walk towards the Wanderer. Once within reaching distance, he will place his hand on a refrigerator, whilst repeating the phrase "I Love Refrigerators!" Once the phrase is stated, an effect can be noted with the Wanderers. It will start with the Wanderer in question repeating the phrase, followed by the Wanderer following the entity. The more movement made after this the Wanderer will slowly start to freeze into a block of ice after a few hours of following. The Wanderer will be stuck in the ice for another hour until eventually transforming into a refrigerator.

This will have the Wanderer temporarily become a sentient refrigerator and can communicate to others via telepathic communications. This will grant the Wanderers new abilities such as food generation, water/ice dispensing, Level Transportation, infinite knowledge, telepathy, laser beams and vehicle transformation. The Fridge body and effect is saadly temporary and will be lost after a few weeks of exposure. The fridge body will disappear and you'll return to your normal form.

### Colonies and Outposts:

#### The Fridge People:

* This Group was created to live in **Level Fridge**.
* The Group has around five (5) people.
* They use the refrigerators to their advantage.
* They are considered the most powerful Group in Backrooms History and we must hail them as our new overlords.

### Entrances and Exits:

#### Entrances:

To enter, you can enter by finding a refrigerator on any level and walking inside and shutting the door behind you. Doing so will cause a massive explosion and send you flying into **Level Fridge**.

#### Exits:

To exit, some refrigerators are entrances to other levels, or you can ask The Refrigerator Man nicely to leave. All hostile effects will be inactive by this point.
Level 0.3

## Level 0.3: "The Icerooms"

### Description:

Upon entry, **Level 0.3** takes the appearance of Level 0, albeit with various amounts of snow piled up on the floor and ceiling. Unlike Level 0, **Level 0.3** appears to have windows which glow a bright yellow. This area of **Level 0.3** is extremely cold, with temperatures reaching -30°C (-22°F). It is not advised to enter this level unless one has come prepared.

Like Level 0.2, **Level 0.3** was an attempt at remodeling Level 0 by "Backrooms Remodeling Co." originally, **Level 0.3** was at once warm, until the wallpaper started to tear and the heaters stopped working.

The vents inside **Level 0.3** are also unsafe to explore, as they lead to either dead ends with a fan, which could potentially come loose and fall on a wanderer's head or cause a big cloud of debris towards a small vicinity of the area. If the vent leads to a dead end, you'll see that it is half polished by Backrooms Remodeling Co. Employees. However, rust kept building up as every time some rust was cleaned from the vents, more rust kept appearing.

The vents also have a tendency to a clip around a lot and become unstable. So it is advised to keep time inside these vents minimal, only needing it as warm spots due to giving off some warm heat.

### Zero Kelvin Zone:

This area is the most unsafe and highly unexplored area of **Level 0.3**, with only 6 wanderers reporting it. From the reports, the Zero Kelvin Zone gets its name from beign extremely cold, reaching temperatures down to -273°C (-460°F). From the reports of this area, it appears to be Level 0 completely frozen over, as it's full of ice, unbearably cold, and there are icicles appearing on the ceiling and floor.

One wanderer reported seeing bodies of other unfortunate wanderers covered in an ice block. Which could explain why we haven't heard back from anyone regarding this area.

It is strongly advised to not wander too far off into **Level 0.3** and any entrances to the Zero Kelvin Zone are to be reported to M.E.G.

### Colonies and Outposts:

Due to the extreme temperatures of this level, it is impossible to form to colony or outpost in this level.

### Entrances and Exits:

#### Entrances:

* Finding a metal door with icicles on the handle in Level 0 will lead to **Level 0.3**.
* Alternatively, one could enter **Level 0.3** by noclipping through a fan in Level 0.2.

#### Exits:

* Noclipping through a yellow inside in the first area of **Level 0.3** will lead back to Level 0.
* Finding a metal door will lead to Level 4.
Liquid Pain

## Object 12: Liquid Pain

### Description:

Liquid Pain is a viscous fluid bearing a deep crimson color, and similarly to Almond Water, it may be found in nondescript canisters. The origin of these containers are unknown, seemingly being placed inconspicuously throughout The Backrooms as if with the objective to deceive wanderers into consuming the substance.

When exposed to air for a prolonged period of time, Liquid Pain will undergo a transformation in properties. It will coagulate and thicken, becoming gradually darker in color before eventually drying completely. The resulting resin presents no immediate danger, but it is extremely volatile, with a tendency to spontaneously rupture and combust. As such, some have weaponized crystalized Liquid Pain by throwing them at targets.

### Symptons and Effects:

Exposure to Liquid Pain results in a series of successively worsening symptoms, varying in severity and rapidity depending on the amount one is exposed to. The symptoms are as follows:

* Burning/tingling sensation at point of contact
* Intense irritation and itchiness of the epidermis
* Gradual rise in internal body temperature
* Intense stabbing pain within the stomach, resulting from acidic corrosion of stomach lining and intestines
* Further stabbing pain spread throughout the entire body,
* Boiling of blood
* Rupture of veins/arteries, internal bleeding
* On rare occasions, spontaneous combustion
* Death

If one is treated with enough Almond Water before the appearance of the fifth symptom, their likelihood of survival will significantly increase, with most to all symptoms of Liquid Pain being cured in a matter of hours. If successful, all damage will gradually heal and reverse itself. However, if one does not receive treatment before the fifth symptom occurs, they are to be considered past the point of no return and quarantined for the safety of others.

### Locations:

Liquid Pain is present in numerous levels of the Backrooms. It has been found to naturally occur in small natural bodies, such as puddles and pools typically smaller than five feet in diameter. Otherwise, it may be found in containers, most commonly metal thermoses.
Yumemiru no Shakai Life!

## Series Guide

**Yumemiru no Shakai Life!** 「夢見るの社会ライフ！, ***Yumemiru no Shakai Life!***? lit: "To Dream of a Social Life!"」 is an original fanmade anime series created by Kika Fūgire.

It was first announced as part of the Kika Project at the beginning of June 2023.

Written by Tena Kimura with supervision from Kika Fūgire and illustrated by Made Fubuko, the light novel will be published by Tasogare Books in 2025 alongside *Densetsu Gakuen*.

## Production

### Promotional Period

In September 2023, two key visual was released, featuring two different teams with a total of nine characters. The list of staff was also released. Kika confirmed that the novels were in development, and was set to release in 2025 alongside *Densetsu Gakuen.*

In the second part of the thread, Kika said that the series was more "slice-of-life" orientated, and as it didn't fit in with the rest of her line-up, it wasn't greenlit for an anime, so instead, she presented the concept to Tasogare Books to publish as a light novel.

### During Airing

*This section is a stub. More coming soon...*

### Post-Airing

*This section is a stub. More coming soon...*

### Reception

*This section is a stub. More coming soon...*

## Story

*Main article: Yumemiru no Shakai Life! Story Arcs*

## Characters

*Main article: Yumemiru no Shakai Life! Characters*
## Volumes & Chapters

*Main article: Yumemiru no Shakai Life! Volumes & Chapters List*

## References

1. ↑ *Official staff'*s post on 20/09/2023 | @ShakaiLifeOfficial
2. ↑ 2.0 2.1 *Kika Fūgire'*s thread on 20/09/2023 | @f\_girek\_ka