recursal/Fanatic-Fandom huggingface dataset:
User Submitted Levels

In the Main Menu you can find User Submitted Levels. Here you see all the levels which were created and published by other players through the Level Editor.

Your browse list can be filtered, sorted in a many ways to find the levels you want.

The Title bar has these rows:

* My progress: You can filter games to see only levels which:
	1. You haven't downloaded yet
	2. You have downloaded but never finished
	3. You have completed
* Run mode: if a game is in Run mode or not. Run mode means If the character walks or runs. Run mode games are usually rather action focused than Standing levels which you usually play for precise aiming or breaking World Records
* Author: the name of the creator of the level. If you like a level you can search for other levels for the same creator in the filter menu.
* Votes: The number of votes given by other players on the Winscreen.
* Rating: The average rating of the level given by all the players so far.
* Players Played: The number of players who have downloaded this level.
* Players Completed: The number of players who have completed this level.
* Players FirstTry: The number of players who have completed this level for the first try.
* Created On: the date when the level was published.
The Chamber

A peculiar phenomena has been frequently reported within Level 11 for as long as it has been inhabited by humans, one that causes great distress to all those who know of its existence. The phenomena being spoken about here is what is colloquially referred to as 'The Chamber', with a capital T and C. Square in shape, two metres wide on each side and two and a half metres tall. A wooden table and a chair can be found on one end, and an analogue clock is positioned on the wall above the door one uses to enter The Chamber. It is also fairly well lit by a set of fluorescent lights on the ceiling, which have oddly been reported to be completely taciturn by those who have encountered The Chamber.

Entrance to it is simple, albeit random. Whenever an unaccompanied wanderer opens a door inside of a building in Level 11, there is a small chance that it does not take them to The Chamber they were originally trying to access, rather, it takes them to The Chamber. One cannot escape it if they open the door that leads to it — The Chamber will always find a way to trap them in it. It is best that wanderers simply accept the ordeal should the experience befall them.

Upon entrance to it, the door will close itself with a muffled click, signifying that The Chamber is now sealed, and it will harden to the point where it is available to resist all types of force. Silence will become so thick that it can be cut with a knife, and the only sounds which one will be able to hear are the blinking of their eyes and the beating of their heart. Alongside one's footsteps on the tiled floor, nothing much else can be heard for an exact hour, which seems to slog by at an unbelievably sluggish rate.

Notice, however, that it was stated that this silence is not perpetual, rather, it lasts *exactly* one hour. This is because one hour after The Chamber locks, an unnerving, raspy breathing can be heard coming from behind the unlucky wanderer trapped within the confines of The Chamber, no matter where they are. The source of the noise remains unknown, but wanderers who have survived The Chamber describe it as the most unnerving sound that they have ever heard.

It's another hour after the breathing begins before the breathing stops, and the door clicks once more, as if to state loudly and proudly that it is now unlocked. At this point, wanderers hurriedly exit The Chamber, back into the corridor which they had originally entered it from. The door then shuts tight, and begins to function just like it normally would have. The experience can be gladly considered concluded after this happens.

All wanderers who have entered The Chamber have not described looking back at the source of the voice. The meaning of this is very clearly inferable — it is best that one does not take a peek at the voice like all the others have.

Curiosity kills the cat, after all.
Mandela (Positron)

**Abilities :**

* **Superhuman strength**: Mandela possesses superhuman strength **Superspeed and reflexes**: Mandela possesses the ability to think, move, and react at superhuman speeds.
* **Superhuman stamina**: Mandela has limitless stamina in all physical activities.
* **Flight**: Mandela flies by generating Positron beams around himself allowing him to fly far beyond supersonic speeds.
* **Superhuman senses**: Mandela possesses superhuman sight, smell, taste, touch, and hearing.
* **Invulnerability**: Mandela seems to be invulnerable & extremely durable, able to withstand bullets,] temperature and pressure extremes,
* **Energy generation:** mandela can generate massive amounts of energy which he can create and project bolts of energy and control the intensity/power of their projectiles, the bolts aren't weak, but they aren't as powerful as a full attack. These bolts could be used to stun, burn, injure, or even to possibly penetrate/stab the enemy

* **Concussive force bolts**: Mandela can release positron energy from his hands as bolts of concussive force
* **Stun bolts**:
* **Energy enhanced punches**: Mandela can focus positron energy into his fists, which he can then use to shatter virtually any substance.
* **Energy pulse**: Mandela can release all of his body's positron energy as a massive omnidirectional pulse of devastating power

This is the Dawn of the Firestone universe. An extended universe of awesome storytelling and visuals. From films to animations follow Firestone Comics and Universe if you may. I promise you will not regret it

Disclaimer- I do not own this image whatsoever and this is just a placeholder image to give a visual representation for my character that appears in my copyrighted novel -Firestone

I on the other hand do own full rights to the character represented in this novel

Disclaimer- I do not own this image whatsoever and this is just a placeholder image to give a visual representation for my character that appears in my copyrighted novel -Firestone

I on the other hand do own full rights to this character and the character represented in this novel.

To read the novel as well as following my Extended Firestone Universe, Buy my book. It will also help in growing this beloved and cherished life's work

For More information, follow my Website

https://firestonecomics.weeblysite.com/

Blog

https://firestonecomicsblog.weebly.com/

or for my full details on my landing page

https://kimaningure.carrd.co

Contact me for any complaints including removing the image
Level 205

## Level 205: "The Barrier Fields"

### Description:

Level 205 is a flat plain of grass approximately 100km² in area without any unique features. The edges of Level 205 is lined with 10m tall chain-link fence nearby to the outer edges of Level 10 and Level 11.

Level 205 is usually barren of entities. However, some may attempt to take down the nearest fence from Level 10 and Level 11.

Level 205 has over 30 fossilized items from prior to 1950.

### Colonies and Outposts:

No Colonies or Outposts exist in **Level 205** as of date of latest update. **Level 205** is only populated by 6 runaway members of the F.O.J. The B.N.T.G. is debating about creating an Outpost in **Level 205**.

### Entrances and Exits:

#### Entrances:

* Noclip through Level 8's ceiling to be sent here.
* Climb a Chain-Link Fence in Level 10 or Level 11.

#### Exits:

* Cimbing the Outer Chain-Link Fence will lead back to Level 10 or Level 11.
* Break open a fossilized piñata to arrive at a party =).
The Platform

### Description:

**The Platform** is an oceanic bastion of the Eyes of Argos. The installation resembles a modern oil rig, and is believed to function as a forward base, supporting the activities of the Eyes within aquatic and marine levels of the Backrooms. Observations suggest the base possesses substantial amentities, including a living complex, storage units, fuel tanks, and a mezzanine level beneath the main structure used to stow patrol craft of various sizes. The internal floor area of the facility is estimated at 250,000 square feet (roughly 23,200 square meters). However, other installations of the Eyes (including The Headquarters) are known to possess anomalous internal structures and as such, the true size of **The Platform** is unknown.

Operations launched from **The Platform** are no less meticulous than those carried out by The Headquarters. However, the Hunters of **The Platform** are often overt, sometimes even subjecting wanderers to searches upon contact. The Eyes of Argos have not commented on the specific nature of items they consider contraband, but often confiscate items like Memory Juice. The Eyes are also knownto assist wanderers on the open ocean, frequently responding to distress signals and participating in search and rescue operations.

### Notes:

**The Platform** is stationary, but unique in that it appears to be capable of instantaneous relocation to any aquatic level capable of supporting its size through yet undetermined means. Whilst this ability has never been directly observed, **The Platform** is known to operate in Level 7 and Level 48. Unconfirmed sightings have been reported in Level 100 and Level 207. Due to this unique proerty, the facility occasionally hosts representatives from various groups for the purposes of diplomacy and trade, though almost always at the request of the Eyes themselves. Visitors are extensively monitored; photography, audio, and visual recordings are expressly forbidden. **The Platform** is thought to be largely self-sufficient, but is also rumored to sometimes source supplies from communities within its zone of operations, such as The Veroka Farmers of Level 48.

**The Platform** may be boarded no differently than any normal oil rig, but the waters surrounding the installation are heavily patrolled. Those caught trespassing in proximity to the base are interdicted, searched, and punished at the mercy of the Hunters. Due to the elusive and erratic nature of the Eyes of Argos, it is strongly advised that wanderers avoid **The Platform** at all times.
Leaderboards

The game has a flexible leaderboard which shows these data:

## Crowns

**MOST CROWNS**: All the Story level World Records are rewarded with the most valuable prize: CROWNS. They represents that you are a current record holder on a level with a specific weapon.

## Trophies

**MOST TROPHIES**: Trophies are rewarded for the player who won the most challenges on the last week! Records can be broken but you will keep your trophies forever! They represents that you showed a glorious performance, and you ruled the game for one week. This list shows who has the most trophies.

## Best Survivor

**BEST SURVIVOR**: It is showing who has completed the most survival levels.

## Filters

**WEAPON / COUNTRY/ LEVEL FILTERS:** All these lists can be filtered, so you can see who are the greatest masters of specific weapons in any category.
Level 922

## Level 922: "The Escherian Stairwell"

**The Escherian Stairwell** knows only one direction—upward. It is an antique mass of brutalist architecture, a spiral staircase that begins but never ends. Determined, albeit stubborn, wanderers have tried and failed to reach a rumored destination by trekking up the stairs, only to return back to their original starting point. A blinding light encases the ceiling, yet no matter how far up one walks, the distance never closes. Such incomprehensible infinity is typical in a place where the laws of physics cease to apply. Yet as aimless wanderers navigate the stairwell, indifferent to the monotony of the black and white, they might notice the silence permeating the environment—finally hearing the thumping of every heartbeat and the whistling of every breath.

There is nothing to be frightened of. Most wanderers will calmly traverse a couple flights of stairs before realizing that the grandiosity is merely a facade—at its core, **The Escherian Stairwell** is a mundane illusion. It is not intended to deceive, nor is it intended to impress. It is not malevolent, though it is not benevolent either. The stairwell exists in a confined area, and there is nothing more to it. Its existence might be unusual and off-putting, but by no means is this thought something to reminisce about. There is no psychological torture. There is no inconceivable end to reach. There is no significance hidden within its steps. But most of all, there is no danger, and there is no reward. A revelation about the sheer unimportance of this stairwell may arise, but for most wanderers, this is merely a passing thought.

In the end, no matter how much one embellishes it, this permanent fixture is just like all the other landscapes wanderers might experience—it is insignificant and indiscriminate. And it’ll stay this way for all of eternity… at least, until our perception of it molds to give it new life. Just like everything in this world, it will have its time in the spotlight once again, its story retold in yet another manner.
Clump

## Entity 5: Clumps

Entity Number: 5

Habitat: Majority, most notably Levels 2 and 3.

### Description:

**Clumps** are strange, dangerous bundles of limbs, capable of tremendous speed and incredible agility. Their preferred habitat in a majority of levels are spaces which are tight in comparison to their size, with the largest recorded specimens being about 3 feet. Though this makes them difficult to spot, **Clumps** may still be seen in Level 2 and Level 3.

### Behaviors:

**Clumps** seem to be in a constant state of hunger, roaming levels in search of prey. When prey is found, Clumps will make their way towards it. When within 8 feet, **Clumps** will stretch out their longest limb in an attempt to capture it, bringing the prey towards their center to reveal a mouth filled with razor-sharp teeth. From there, the prey will be eaten. However, for unknown reasons, not many are known to attack right away.

### Biology:

As said before, **Clumps** consist of a multitude of limbs, all varying in length and muscular structure. This unusual structure affects the way **Clumps** run - they tend to swipe at the floor in order to move. Once in mention, they exhibit incredible amounts of strength and speed, being very agile with their movement. There have also been reports of eyes and ears being seen emerging from the mass of appendages.

### Do's and Don'ts:

#### Do:

* Stay silent in their presence and keep at least 8 feet away from them.
* Retreat at the sound of multiple people running.

#### Don't:

* Go near them at all, if one is spotted.
* Try to interact with them.
* Stick around when a **Clump** is moving into one's position.
Enigmatic Level List

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

The Afterparty

The Basement

The Blackout

The Blue Channel

* The Decay Zone

The Chairrooms

The Dark Metro

The Electroscape

The End

The Frontrooms

The Game

The Hive

The Hub

* "HELP"

The Insulation

* The Deep Insulation

Level -! - "Reversed Hospital"

Level ! - "Run For Your Life!"

* Level !-! - "Hotel Chase"

Level Critical - "**CRIMSON FAMILIARITY**"

Level Frown

Level Fun =)

Level Smiler

Level α

Level Ψ

The Maze of Vents

* The Maze Center

The Metro

The Promised Land

TH3 5H4DY GR3Y

The Void

The Whiteout

* The White Room
Omeguh (Amadou Ousmanne)

Back in 1978 a failed experiment on Human genome Engineering, led to a ban by the senate henceforth on any experimentation including any forms of human DNA, subjects and any tests thereof performed on human beings, and any lifeforms not deemed authorized by the UN Charter of Human Rights. This did not stop a black book operation on a clandestine attempt to send human subjects to the moon and kept them secret, the subjects evolved and adapted to conditions on the moon including adaptability to the low gravity on the moon giving them super human abilities

Amadou Ousmanne also known as Omeguh was among the first test subjects that the government did experiments on. Omeguh is a type three ultrahuman who can achieve incredible feats of strength owing to his Tribakan physiology.

His Powers include superhuman strength, speed, stamina, reflexes, endurance, senses, durability, intelligence, and longevity
Level 0.2

## Level 0.2: "Remodeled Illusion"

### Description:

**Level 0.2**, without touching anything within the level, appears to be a revamped or "remodeled" version of Level 0. The level appears at first to be improved completely, including dry red carpets, repainted white walls, consistently working Wi-Fi and outlets, and the occasional bathroom. Unlike most levels, the origin of **Level 0.2** is well known as a creation of the mysterious group of interest known as "Backrooms Remodeling Co." as an attempt at remodeling Level 0.

Upon entering **Level 0.2** the level will begin to fall apart. Ceiling tiles may fall, walls might topple over, and the floor will collapse, revealing what looks to be an unfinished house. This is dangerous to any wanderer who may enter, as the debris can collapse on top of them, and the dust afterward can be very dangerous. This stops as soon as the chain reaction of destruction reaches the door back to Level 0, and upon re-entry will be completely fixed as if nothing occured. It is unknown if this effect was purposefully caused by Backrooms Remodelling Co. Employees or not.

### Entrances and Exits:

#### Entrances:

* Entry to **Level 0.2**, is rather easy, once the usual buzz of the lights in Level 0 quiet down and the carpet becomes drier, and the rooms start to look like they're under construction, there's a chance of finding a door to **Level 0.2**.

#### Exits:

* The level can be exited the same way it is entered, finding a door will lead back to Level 0.
Level 3.6

## Level 3.6: "The Spiraling Machine"

The date is unimportant, 02/23/24

I've just been tasked with this new sublevel to explore

It goes deeper in a circle, down and down under Level 3

There's nothing here but an engine's sound, an engine's sound and me

The grand machine whirrs forever

Down and down, it goes

Undertaking a pointless endeavor

As gears turn and its great whistle blows

Down and down the brick hall spirals

I've followed it further, miles and miles

I'm left to only ask myself what even is the point?

So many miles down from where the levels are joint

The machine was never built by man

It simply came together on its own

Fallen into place in the way things can

In the real world's mixed up clone

The engine's growl grows louder now

I'm simply left alone here to wonder how

I found myself lost so deep in this place

Stranded a hundred miles from the human race

The machine continues into Level 3's hard ground

Extending the spiral hall's eternal descent

The walls cutting off all but its roaring sound

Generating new depths and their earthen scent

Here a hundred miles down, I have seen it all

The machine still ever-turning, expanding on this hall

There must be more that's down here to be seen

But there's nothing here but me alone with the sounds of this machine

The machine has no true purpose

Yet it's meaning is clear as day

The engine knows nothing of us

It expands deeper without delay

Purpose is a concept born of the mind

Applied to all without thought

But in the face of arbitrary machinery, one will find

The need for purpose is all for naught
The Hikari

## Entity 79: "The Hikari"

Entity Number: 79

Habitat: Level 2.1

### Survival Guide:

When traversing Level 2.1, the pathways are almost always dark, making it easy to spot a Hikari. Lights that have been affected by the Hikari will always flicker, and will attack when you get close. This is most obvious if they attempt to use a torch to attack, as the fire will erratically 'switch on and off'. Take another pathway if you spot one.

If you have a rock or other small hard object, breaking the light source seems to neutralize the entity and force it to use another light source. However, this also makes the path perpetually dark, so only do this if absolutely necessary.

### Description:

Entity 79 is a spectral light-based entity that can effect light sources, which has been named 'the Hikari'. The Hikari are invisible and intangible, with their only physical form being when inside of a light source. This includes light bulbs, flashlights, office lights, and even torches.

When one travels inside of a light source, it will wait until someone comes near it. At this point, it will load huge amounts of energy into the light, causing it to become bright and hot enough to cause blindness and 3rd degree burns. This almost always causes immediate death, either from a part of the brain being scorched, or shock. As stated, they can be neutralized by destroying the light source, but the ones that use fire have to be extinguished with Almond Water.

Entity 79 lives only in Level 2.1, although one was rumored to be seen in Level 6. This cannot be confirmed.

### Do's and Don'ts:

#### Do:

Bring at least one bottle of Almond Water with you when traversing Level 2.1. Also, bring a couple of rocks with you just in case.

#### Don't:

Bring a flashlight to Level 2.1, it is an extremely bad idea, as the Hikari will turn your own flashlight into a ticking time bomb.
Eterna

Hailing from planet Erodion, Eterna was part of a thriving Civilization until the planets sun expanded and engulfed their home planet. Eterna the last known living survivor of the planet is the last known living survivor of the planet. Eterna can manipulate weather and tectonics meaning she can move anything made of soil and can create volcanoes.

This is the Dawn of the Firestone universe. An extended universe of awesome storytelling and visuals. From films to animations follow Firestone Comics and Universe if you may. I promise you will not regret it

Disclaimer- I do not own this image whatsoever and this is just a placeholder image to give a visual representation for my character that appears in my copyrighted novel -Firestone

I on the other hand do own full rights to the character represented in this novel

Disclaimer- I do not own this image whatsoever and this is just a placeholder image to give a visual representation for my character that appears in my copyrighted novel -Firestone

I on the other hand do own full rights to this character and the character represented in this novel.

To read the novel as well as following my Extended Firestone Universe, Buy my book. It will also help in growing this beloved and cherished life's work

For More information, follow my Website

https://firestonecomics.weeblysite.com/

Blog

https://firestonecomicsblog.weebly.com/

or for my full details on my landing page

https://kimaningure.carrd.co

Contact me for any complaints including removing the image
Level 191

## Level 191: "Never Ending Bus"

### Description:

Level 190 appears to be a never ending luxury bus moving trough a never ending hallway, exiting the bus is impossible due to the doors being locked and indestructible. The level is extremely hazardous and is filled of dangerous chemicals and entities, food is almost nowhere to be found. A note called "Rules" were found but is unreadable since the page was completely wet and burned in the same time.

Level 190 appears to move dangerously on the road almost flipping the entire bus. Tho, the bus has never fallen nor stopped for some unknown reason.

Avoiding this level is extremely recommended.

### Colonies and Outposts:

Due to the dangerous hazards of the level it is impossible to construct/establish a colony.

### Entrances and Exits:

#### Entrances:

* Finding a bus inside Level 35.
* Entering a bus inside Level 190.
* Driving a car into a bus and noclipping trough it. Only possible in The Frontrooms.
* Jumping from atleast 10 meters from a building and hitting a bus. Only possible in The Frontroms.

#### Exits:

* No-clipping trough the floor will lead you to Level 191.1.
Level 271

## Level 271: "Cinemasochism"

### Description:

**Level 271** takes the appearance of a movie theater, supposedly from the 90s or early 2000s as the walls are of a beige color and the carpet is in a shade of red. Atop the walls of this level, one may find movie posters displaying random images, some of which have been made hard to picture what exactly they might be.

Once a Wanderer has first entered **Level 271**, they will begin to hear Russ Morgan and his Orchestra's "Good Night, My Beautiful" playing throughout the level. Albeit low pitched and reverberated. Entities do not show up during this period.

Approximately 15-20 minutes in, the Wanderer will start to see a few open doors throughout the hallways, which lead to various movie theaters and stages theaters. Some of the entries will lead to Level 74 while others will just be regular theaters.

The movie theaters on the other hand, have similar properties to that of Level 68, however, the films aren't graphic in nature. In fact, only a white screen is shown on the big screens. The screen's light will be so bright, that it will blind people from even those sitting in the back rows. However, window rows are shown to be unaffected by this.

35 minutes in, Wanderers will start to see a minimal amount of entities. The only entities seen at this mark are only Smilers, Dullers, and Hounds. Wanderers have reported seeing Facelings in certain rows of the theaters. However, Facelings do not appear until at least 40 minutes upon entry.

At the 40 minute mark, Wanderers will begin to see Facelings and Skin-Stealers in the seats of both the theater stage and movie theater seats. Most of the Facelings in these seats are passive. However, some Facelings will willingly be hostile and attack the Wanderer.

Finally , after 50 minutes upon entry, the music will abruptly stop and the theaters will begin to light up from the sides, when this happens, the Wanderer will have but 15 seconds to exit the theater before the doors close.

While some have tried to stay in **Level 271** for an hour, those who attempted it have either been killed or sent to The Void.

### Colonies and Outposts:

There are no colonies nor outposts in this level. Some say that this is because of an isolating effect that **Level 271** has. However, this is mostly due to the fact that staying in the level for extended periods of time can lead to entity attacks.

### Entrances and Exits:

#### Entrances:

Noclipping through a poster in Level 68 will lead to **Level 271**.

#### Exits:

Entering a theater stage has a chance to lead to Level 74. Alternatively, noclipping through a poster with a red filter on it will lead to Level !.
Reviooks

## Entity 14: Reviooks

Entity Number: 14

Habitats: Level 5, Level 7, Others

### Description:

**Reviooks** are entities that can be found in the Backrooms, most commonly on Level 5 and Level 7, characterized by their many legs and ability to burrow into the ground. These creatures should be considered extremely dagerous.

### Behaviors:

Reviooks will burrow into the ground for several weeks at a time, waiting for wanderers or other entities to walk over them. The ground will eventually heal, and look like it did before. After around 5-9 seconds of standing on the ground, the ground will begin to break, and the Reviook will break out of the floor and grab it's victim, pulling it back underneath the floor. What happens at this point is unknown, but the victim may reemerge as a bare, brittle skeleton. It is assumd that the Reviook forces its victim to suffocate underground, and discards the remains.

### Biology:

The exact physical appearance of a Reviook is unclear, as they spend most of their exisence underground. However, we do know what they generally look like. Large muscular arms in the front of the body, and three small legs in the back. The feet hav a 'spork' like appearance, allowing them to dig into the ground in seconds. The head has several black beady eyes, and a small tube-like mouth underneath. Males will have large white spots on the body, while females will have several tiny white dots.

### Do's and Don'ts:

#### Do:

* Listen for vibrating sounds on the ground.
* Keep a weapon on hand, they *can* be killed.
Dollface

## Entity 34: Dollface

Entity Number: 34

Habitat: It is unclear what the preferred habitat of Dollface is, if any. They have been spotted at least once across hundreds of levels, but infrequently enough that we cannot designate their habitat as "Majority".

### Description:

Entity 34, instances of which are known as "Dollface" by wanderers, are small doll-like (similar to a Raggedy Ann doll) humanoid entities that can be found in the Backrooms. While their physical body appears to be a cloth or wool plushie, their physiology is much more similar to that of an Animation from Level 94. They are self-replicating, and extremely hostile unless tamed. Tamed instances of Entity 34 are often picked up as companions by wanderers, considering them to be "cute".

### Behaviors:

Singular instances will roam a certain level, or her immediate surroundings until it spots another entity or wanderer. This is more often than not a Hound or a Deathmoth. They will slowly approach, and say something along the lines of "Hi! I'm Dollface, it's nice to meet you!". Soon after, it may attack, or just stand there, but usually it will just run away. If there is a group accompanying it, the rest will attack at this time.

Fortunately, dealing with a Dollface is as easy as taming one, just offer them Almond Water and act friendly to them. After this, the Dollface will act kindly to you and follow you around. It is not possible to tame one if it is part of a large group. Quickly replicating quickly enough to the situation will render them just minor pests.

### Biology:

Entity 34 is believed to be either partially, or a variant of, Animations, based on interview logs and their internal organ systems. During a vivisection of one that was found in Level 20, it was discovered that while lacking organic material and bio-fluids, instances of Entity 34 all contain some sort of functional organ system. Eating, drinking, and even sleeping, are possible and seemingly needed in order for them to survive (though this has not been confirmed).

Usually, Dollface is about 2-3 feet tall, and is very light in weight. The hair is typically made of yarn or horsehair, eyes are sewn on buttons, and the mouth is sewn on with yarn or pipe cleaner. The "skin" color is usually broen or dark blonde, their bodies made of fabric and cloth. The ends of their hands are decorated with shards of broken buttons. Ofspring created by Dollface exhibit identical characteristics as the original, meaning they reproduce asexually. How this happens is still unclear.

### Do's and Don'ts:

#### Do:

* Slowly move away if you see a docile Dollface
* Run as fast as if it starts to chase you

#### Don't:

* Attempt to tame an instance of Entity 34 when in large groups
* Try to fight or kill Dollface when surrounded by duplicates
Weapons

The focus of the game is on weapons and their interaction. There are currently 50 weapons in the game, all of them have different properties. The most important is the Spin Knife which is special in many ways. On the one hand, it is unlimited and free of charge for all players. On the other hand, this is the basic weapon of the game, with which story levels, different game modes and user levels start, and that weapon is authoritative in terms of records and also if someone successfully completes a level for the first time.

Weapons have five different levels of difficulty. Only the Pásztó knife is level 5
The easiest weapons are for beginner players, they don't require a challenge, so the gaming experience is not the best either. It is recommended to be used if someone wants to understand other systems of the game, or gets stuck on a course, or if they simply want to concentrate on crushing as big as possible.
Stella Oshika

## Stella Oshika愛(お)詩(し)歌(か)・ステラ *Oshika Sutera*

TBA

**Stella Oshika** 「愛(お)詩(し)歌(か)・ステラ, *Oshika Sutera*?」 is one of the main six characters of *Rubia: Nanatsu no Ai!*.

She is a Love Warrior under the alter ego of **Love Ludus** 「ラブ・ルヅス, *Rabu Rudzusu*?」.

## Relationships

*Main article: Stella Oshika/Relationships*

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 *Stella Oshika'*s Profile | Character Profiles | Rubia: Nanatsu no Ai! Website

## See Also

* Stella Oshika at Fandom of Pretty Cure Wiki
Level 27

## Level 27: "Kevin's Apartment"

### Description:

**Level 27** is a medium-sized apartment similar to the Chronomixture in Level 13, with the only deviation being the walls which consist of a brown color, and the presence of two to three firearms. The apartment itself is owned by a wanderer named Kevin, who discovered the level after finding a basement floor in Level 26.1. The apartment contains various features, providing itself as a safe haven for wanderers.

On one of the kitchen cupboards is a pack of "Smoker's Choice" cigarettes from Level 26.1, when this type of cigarette is smoked, the wanderer will be relieved of all stress and regain all sanity lost in Level 26.1.

**Level 27** also provides a great view of Level 11, albeit during sunset, which the entire level is stuck in. Along with Level 11, there are seven monitors in Kevin's bedroom that operate similar to The Surveillance Room that can view different levels. However, only Level 0, Level 5, Level 13, Level 21, and Level 26.1 can be viewed, with the last three cameras being able to view Level 26.1.

The only entity present in **Level 27** is a single Hound. Albeit, under the 11 Effect.

### Kevin:

Kevin is the sole wanderer in **Level 27**. Whenever anyone needs anything from the fridge that currently isn't available, Kevin will phase into what he calls "The Storage" and get said food, refreshment, or ice for you. Kevin has also noted that The Storage doesn't just contain food, Almond Water, ice and refreshments. But rather, anything that exists in both the Backrooms and the Frontrooms.

### Entrances and Exits:

#### Entrances:

* **Main Entrance:** Going towards the downstairs section of Level 26.1 and going through a white door will lead to **Level 27**.
* Certain doors in Level 26 can also lead to **Level 27**.
* Discovering an apartment door in Level 427 will also lead to **Level 27**.

#### Exits:

* Exiting through the door in which you have entered from will lead to either Level 13 or Level 21.
* Interacting with a laptop in the living room and selecting a file titled "habitable.exe" will transport you to Level 1.
* Noclipping through the roof will lead to Level Fun =). Fortunately, any Partygoers who enter by using this exit have terminated by Kevin, so Partygoers typically tend to avoid this area.
* Attempting to enter "The Storage" will lead to The Void, The You Cheated part of The Game, or Level -55.
Cashew Water

## Object 44: Cashew Water

### Description:

**Cashew Water** is a substance found most commonly on Negative Levels. It looks, smells, and tastes identical to standard Almond Water. However, **Cashew Water** functions identically opposite to Almond Water. Whenever held, it attracts all kinds of entities, which will typically react hostilely. Whenever **Cashew Water** comes into contact with entities, it boosts their strength by approximately 50%, and typically makes them act in a more intelligent manner. The only exception to this is Wretches. When **Cashew Water** comes into contact with Wretches, they will begin to show signs of docile-ness, and will act similarly to Facelings located on Level 11.

If **Cashew Water** comes into contact with any human, they will begin to feel numbness in that general area, followed by immense pain. If ingested by humans, their current mental state will rapidly deteriorate, and they will attract entities to them quickly. This process has a high chance of turning humans into Wretches. The only known way to reverse this process is by immediate ingestion of Almond Water.

### Identifying Cashew Water:

In order to test whether or not water is **Cashew Water**, a taste test has to be done. Be sure to have Almond Water ready for ingestion just in case. Never attempt to taste any **Cashew Water** without Almond Water. As **Cashew Water** is found most commonly on Negative Levels, do not trust any liquids on those levels.

If you collect any **Cashew Water**, be sure to label it as such. Do not let any **Cashew Water** come into contact with entities.

### Sources of Cashew Water:

Most Negative Levels contain a very high amount of **Cashew Water**, and low amounts of Almond Water. Because of this, trusting liquids on Negative Levels is highly dis-advised.
Mark's Bathroom

### Description:

Mark is an entity found in the employee bathrooms on Level 2. Mark has never left the bathrooms, despite his constantly growing enormous trash pile. Not much is known about Mark, only that he loves Coors Light and Budweiser and dislikes his “nagging wife”. He will, however, become incredibly hostile if you attempt to consume his Coors Light or take from his trash pile and will attempt to attack or even kill you. If you do one of the things listed above, he will first begin throwing trash at you. if you don’t leave by that point, he will leave his stall and physically attack you (mostly by kicking). If you don’t leave by then, you most certainly are doomed because he will begin acting like a Skin-Stealer, and eventually steal your skin.

### Entrances and Exits:

#### Entrances:

Finding a bathroom in Level 2 is the only known way to enter this room. Yu can tell that you're approaching this bathroom if you hear distant humming that eventually gets louder the closer you are to **Mark's Bathroom**.

#### Exits:

Exiting through the door from which you have entered will lead back to Level 2.
Very Scary Sub-Level

### Description:

**Very Scary Sub-Level**, also known as **"The Sequel Nobody Asked For"** is a sub-level of Very Scary Level. It looks very much like Very Scary Level, it's also a lot of hallways, like Very Scary Level. And it also has white concrete walls, like Very Scary Level, and brown carpet, like Very Scary Level, and it even has the obligatory florescent lights in the ceiling, Just like Very Scary Level! After entering this place, you may fell like you are in Very Scary Level, but you aren't. **Remeber:** this is a sub-level, not a exact clone of the original. The difference is that this sub-level is much scarier because the are no entities!!!!😱😨 You are completely alone!!! Isn't it scary that this level is empty? Have you been in an empty room before? Wasn't it the scariest experience of your life? Wouldn't you be scared to go from a place where there are a lot of entities to a empty place? ~~No I would be glad to be able to rest and not be chased by every creature the creator of that level could think of.~~

While you are reading this, you may be thinking: ~~Why are there so many links to Very Scary Level? Is the creator trying to promote his other nonsense?~~ Where are the images of the level? Well, I'm going to be very original like the other level and say that you can't take decent photos in this level. That's so I don't need to give an image and also because everything that is unknown is scary. This level also has a very original anomaly that makes the information get redacted. This was not a lazy attempt to make the level seem more mysterious.

███'█ ██ █████ ████ ███ ███████ ████ ████████ ████ ████ ██ ███ ████? ███'█ ██ █████ ████ █ ████ ███ █████ ████ ████ ██ █████ ██ ██ ███████ ████ ██ ███ ███ ██████ ███████?

### Colonies and Outposts:

People cannot meet each other here, as that's a very original idea that has never been used in any other level.

### Entrances and Exits:

#### Entrances:

* In Very Scary Level, find a grey door and noclip through it while walking backwards.

#### Exits:

**There are no exits and this is definitely not a cheap attempt at making this more scary.**
The Beast Of Level 5

## Entity 18: "The Beast of Level 5"

Entity Number: 18

Habitat: Level 5 (Don't go in there *don't even fucking think of going in there*)

### Description:

Entity 18 *isn't to be fucking trusted.* I don't care how nice he makes himself sound - or, or how much he assures you you can trust him, he's going to ***watch*** you until he can see you *break.* Don't trust the **portraits** or the **patterns in the wall** they're all *lies,* they're all **FUCKING LIES**.

No matter how short your stay is in there he can see **everything**. He can *smell* your fear and he'll use that to his *advantage.*

It's too fucking late for me, I can't fix this. I'm not finishing my end of this dumb deal. I don't care anymore. I'm done. I don't even know why I'm writing this maybe as some desperate final plea. They don't even believe me. I guess this'll just have to show them.

### Behaviors

He on;y makes himself seen to those the **wants** to be seen by. If you spot that... *thing* out of the corner of your eye it's already too fucking late. You don't discover him. He discovers you.

### Please, do come in

Ah, you're here! I was expecting you! I hope I didn't startle you too badly. I would just like to have a little talk between the two of us - on business terms, of course. I know you've had a few questions for me, some you've tried to answer yourself. Though I'm sure nothing beats talking to the real deal.

No need for names, don't worry. I know very well who you are. What is it call me again? The *Beast* of Level 5? Goodness, talk about a way to treat your business partner. Why not the *Gentleman* of Level 5? Ah, well, I guess it's pointless to dwell on that. If it works for you then I suppose it works for me.

This is my hotel. My domain, if you will. Nice, isn't it? I hope it didn't give you too much trouble. Having run a place like this for so long, I try my best to keep it in its best shape.

You're scared, aren't you? That's alright. I can't imagine what you might've gone through to get here. How about this- I can help you. Let's strike a deal, you and I. It'll be our little secret. You just have to do a few things for me, nothing too difficult... And I promise you'll never have to feel that fear ever again.

### Do's and Don'ts:

#### Do:

* ~~Don't be afraid to shake my hand now. A deal is deal, right?~~
* ~~There's no need to be so worried. I'm a man of my word.~~
* Get out of there. *Just get the hell out of there.*

#### Don't:

* Listen to him, don't listen to his voice, *don't look at the portraits on the walls.*
* ~~Why are you **doubting** me?~~

Oh.

Hm...?

I thought I made it clear not to doubt me.
Level 34

## Level 34: "The Sewer System"

### Description:

**Level 34** is a small tunnel, with only four feet between the ceiling and floor. Watch out, as you may accidentally fall into the water and into Level -2. This level has no internal light, so it is extremely recommended to bring a lantern or flashlight, so it is extremely recommended to bring a lantern or flashlight. There have been many people that have been in this level. There are many entities on this level, like Smilers. If you see one down the tunnel, it is recommended that you turn your flashlight off immediately, look down, and wait until you think the Smiler is gone. If you think the Smiler is gone, the Smiler is gone. There are a few hounds here, and there are a lot of Death Rats roaming around in tight spaces. One woman has claimed to have seen a Skin-Stealer in this level, but there is no evidence to support this. It is recommended you bring Almond Water from different levels, since the Almond Water from this level is contaminated.

**Level 34** continually generates more tunnels the more you walk into it. If one were to get to a “generating” tunnel fast enough, they will see it fade into existence. How this process works is simple: when **Level 34** “detects” a wanderer going deep into the level, it will create new tunnels by taking the parts of the tunnels one has already been through, and using them to create new tunnels.

### Colonies and Outposts:

#### Sewer Rats:

The Sewer Rats was a colony of 16 people that had become deluded into behaving like Frontrooms sewer rats, presumably due to isolation and severe stress. Before this behavior began, the colony acted as a M.E.G. sattelite colony conducting research on **Level 34**.

The colony has disbanded after a 23 magnitude earthquake occured in 2003, killing 7 of their members. The reason for their disbandment is unknown due to their mental conditions.

### Entrances and Exits:

#### Entrances:

* Going into a sewer grate in Level 11 leads to **Level 34**.
* One man claims to have gone through an exit door on Level 18 and ending up on this level. However, this is yet to be confirmed since there has only been one sighting and one report of this door.
* Staircases going down in Level 37 may send one here.
* Some doors within Level 54's Floor 2 have a chance of leading one to this level.

#### Exits:

* If you end up in a Junction Room, where two tunnels meet, you can swim down into the water and end up in either Level 7 or Level -2.
* If you attempt to crawl up from the sewer grate, most commonly you will end up in either Level 9 or Level 11.
* In rare cases, you can go up the sewer grate and end up in Level 4 or Level 0.
* Tunnels on this level have a rare chance of ending up in the caverns of Level 8.
* Breaking through a weak brick wall leads to Level 35.
Level 6

## Level 6: "Lights Out"

### Description:

Very little is known about the actual structure of **Level 6**, as the level is shrouded in total and complete darkness. No light permeates the level, and light sources brought into the level have no function. Navigation of **Level 6** is carried out by feeling one's way through the darkness, which has revealed that the level is comprised of a seemingly endless series of tight hallways made of a smooth, cold material (likely concrete.)

In addition to being permanently dark, **Level 6** is also eerily silent, akin to a soundproof room. To explore **Level 6** is to subject oneself to a slow journey through complete darkness, total silence, and utter isolation. As such, most people who have spent more than a few minutes in **Level 6** have reported feelings of paranoia, dread, anxiety, and rising tension due to the unknowable nature of what may lie in the darkness around them. Several witnesses have also reported occasional auditory hallucinations, such as scuttling sounds, breathing, or whispering. Those who have spent extended time in **Level 6** recall feeling as though they were the only ones unable to see.

**Level 6** is regarded as one of the most dangerous early levels in the Backrooms. However, investigations have shown that as of now, no entities have been found on this level. Despite this, few people seem to leave **Level 6**. ~~The reason for this is unknown~~

### Colonies and Outposts:

#### The World's Quietest Room:

An outpost only rumored to exist, the World's Quietest Room is supposedly an uspecified hallway in **Level 6** occupied by a single person who claims to have discovered a light switch. Any attempts to talk to this person have been unsuccessful, as they continuously beg any onlookers to flip the switch. Any wanderers who discover this outpost, if it exists, are advised not to flip the switch.

#### Mimicry:

A community of around four people who claim to have adapted to Level 6's darkness. Each of these four unknown individuals has proven to be able to mimic any sound they hear perfectly, including voices. This community is to be avoided as much as possible; they have become aware of the threat they pose.

### Entrances and Exits:

#### Entrances:

**Level 6** can be accessed through the Boiler Room in Level 5. Another entrance is near Base Omega in Level 4. Any other entrances have yet to be discovered. Explorers are advised to use the Boiler Room as a base of operations and to make frequent return missions.

#### Exits:

Exploring deep enough into **Level 6** can lead to a stairwell down to Level 7. The easiest way to find this stairwell is to listen for the faint sound of waves. Taking a wrong turn at an indeterminate point in the level my block off access to Level 7 and, indeed, the entrance back to Level 5. Additionally, accidentally tripping over a wire can lead to Level 6.1.