recursal/Fanatic-Fandom huggingface dataset:
The Wicker Man Podcast (Podcast)

A scene by scene look at the 1973 cult horror classic 'The Wicker Man'. The podcast covers the movie 5 minutes at a time that started on May 1, 2023 thru Aug 28, 2023 for 18 episodes.

The Wicker Man Podcast Feed on PodOmatic

#### Guests:

* Jay Cluitt
* Rebecca Sharp
* Robert Smith
* Todd Liebenow
* Nick Rehak
* Bubbawheat
* Sean German
* Mark Hofmeyer
* The Vern
* Duncan Shields
* Niall McGowan
* Howard Casner
* Lisa Wagoner
* Andy Nelson
* Neil McKay
* David Brook
* Dr Wickham Clayton
Movies by Minutes with Bentley Michaels (Podcast)

"A daily podcast in which host Bentley Michaels and a Guest breakdown a movie one minute at a time."

Movies by Minutes with Bentley Michaels feed on Anchor

### Season 1: A Christmas Story Minute

Season 1 covers the 1983 movie A Christmas Story one minute at a time.

Started: Sep 9, 2021

Completed: Dec 23, 2021

94 episodes

### Season 2: Wayne's World Minute

Season 2 will cover the 1992 movie Wayne's World one minute at a time, starting soon.
Superman Movie Minute (Podcast)

Fire and Water Network All-Stars Chris Franklin and Rob Kelly celebrate their favorite superhero movie of all time, 1978's SUPERMAN: THE MOVIE, five minutes at a time!

Superman Movie Minute feed on PodBean

### Season 1: Superman: The Movie (1978)

Season 1 covers the 1978 movie Superman: The Movie five minutes at a time from Sep 25, 2017 thru Apr 9, 2018 for 28 episodes.

### Season 2: Superman II (1980)

Season 2 covers the 1980 movie Superman II five minutes at a time from May 6, 2019 thru Dec 30, 2019 for 27 episodes.

### Season 3: Superman III (1983)

Season 3 covers the 1983 movie Superman III five minutes at a time from Apr 5, 2021 thru Jan 3, 2022 for 27 episodes.
Centaurs

**Centaurs** are a demi-human race with the upper body of a human and the lower body of a horse.

## Description

Appearing predominantly in Greek mythology, centaurs are herbivorous and are unable to intake meat or eggs. Known as a traditionally militaristic race, centaurs are known for their power, with their equine portion being strong enough to not only easily support a human, but also capable of donning several pounds of heavy armor without exhibiting signs of stress. They hold this history and tradition in high esteem and might be seen as one of the most-advanced liminal races: where most others seem tribal, the centaurs forge metal, practice agriculture, and wear fitted clothing, as opposed to loincloths and similar drapery.
VCR Privileges (Podcast)

Welcome! Come in and enjoy "VCR Privileges". A concept that has fallen away in modern times, this was the promise of control of the family VCR to watch whatever movie YOU wanted. And it was one of the best parts of lazy summer days. After a long, hard day of hanging out in any pool you could get access to or lying motionless under a ceiling fan until yelled at for being in the middle of the room, nothing beat being able to push a tape into the VCR and settling down on the pull-out sofa for a night of escapism. Back when everyone had their shelf of video tapes, you often ended up watching the same movies over and over again. If you rented a movie, you just \*had\* to watch it multiple times (to, you know, get your money's worth). It really primed our generation to become movie obsessives. Every summer the podcast "VCR Privileges" will take you back to this world as we deep dive into a film that we were captivated by as kids. Interviews, field trips, new friends and old will all be featured.

### Season 1: A League of Their Own One Inning at a Time

20 episodes discussing the 1992 film A League of their own with hosts Tierney Steele and Rachel Mummert in a Movies by Minutes Adjacent podcast looking at the film one segment at a time, described as "innings".

Started: Apr 24, 2020

Completed: Oct 4, 2020

### Season 2: American Graffiti One Song at a Time

54 episodes discussing the 1973 George Lucas film American Graffiti with hosts Tierney Steele, Rachel Mummert, and Doris Weiss.

Started: Jun 21, 2021

Completed: Sep 2, 2021

### Season 3: The Sandlot 9 Minutes at a Time

13 episodes discussing the 1993 movie the Sandlot with hosts Tierney Steele and Rachel Mummert.

Started: Jun 14, 2022

Completed: Aug 30, 2022
Dragons

**Dragons** are large, sometimes winged creatures that are often used for guarding objects or places.

## Description

Dragons are a race of powerful and legendary creatures, typically depicted with serpentine or reptilian traits, that features in the myths of many cultures. They achieve this either through full or partial transformation into dragons, choosing to mimic certain aspects of draconic beings, or simply already being a dragon in the first place. Typically depicted as a huge fire-breathing, scaly and horned lizard-like creature, with leathery, bat-like wings, with four legs and a long muscular tail. It is sometimes shown with feathered wings, crests, fiery manes, ivory spikes running down its spine and various exotic colorations. Dragon's blood often has magical properties. The typical dragon protects a cavern or castle filled with gold and treasure and is often associated with a "great" hero who tries to slay it. Though a winged creature, the dragon is generally to be found in its underground lair, a cave that identifies it as an ancient creature of the earth.
United Realms

The **United Realms** is the universal setting in *Fantastic Dreams*. It is set in a fantasy world, one where all the inhabitants are mythical creatures where they all live in a world without humans.

## Description

In ancient times, the United Realms was full of wonder and magic. However, magic was slowly fading away as it was difficult to master. As modern technology evolved across the United Realms to make it easier, magic begins slowly fading away as technology slowly rises across the United Realms, making magic very rare to discover. The United Realms' geography is divided into seven realms, which possesses its own unique atmosphere.

## Locations

* **Arcadis** **City:** The city was once home to a land of mythical creatures where magic still existed. Throughout time, magic slowly became scarce across the world with modern conveniences. In the world where modern society arrives, mythical creatures live in areas with modern conveniences, such as buildings, schools, parks and electronics. Ever since modern technology rose across Arcadis City, magic was slowly dying across it.
	+ **Royal Heights:** A apartment complex owned by an old landlady.
	+ **Central Hospital:** The hospital is considered the best place for state-of-the-art medical care.
	+ **Night Market:** A black market which gathers under the cover of darkness to deal in dangerous and illegal substances.
	+ **Rosewood Hotel:** A world-famous hotel and casino.
	+ **Magi-Tech Corporation:** A company that specialises in selling magic-infused devices.
	+ **Grand State Library:** An immense literary and cultural hub of the city.
	+ **Shopping Mall:** It is a shopping mall filled with many stores that sell many items.
	+ **Royal Garden:** A flower shop.
	+ **Vibrant Pleasures:** An adult toy store.
	+ **Fantasia News:** A news program in the city.
	+ **Tavern:** The city's local pub which sells alcoholic and non-alcoholic beverages**.**
	+ **Beach:** The city has a large beach for the enjoyment of local people and tourists, although the most popular is the one near the main settlement. The beach has several beach bars and rest areas. On the beach, there is a rocky area where swimming is banned due to its dangerousness.
	+ **Hopper's Cafe:** A major coffee café franchise in the city.
	+ **Dreamland:** A popular amusement park.
	+ **Fairytale Publishing:** A book publishing company.
	+ **Club Dazzle:** A night club.
* **Fright Zone:**
* **Harvest Town:** A rural town on the outskirt of the realm. It is mostly undeveloped with several houses randomly located within a wide grassy plain. Most of the villagers work as farmers where they have patches of land cultivated for agricultural purposes.
* **Enchanted Forest:** A forest filled with the magic of life itself, along with many number of spirits and ancient primal powers might be hidden within. The trees are likely to be gigantic ancient plants that let little light shine through to the forest floor, and some may be weird and magical.
* **Whistling Mountain:** A hollow mountain punctured by many holes on it's slopes.
Cordelia Brightmoon

**Cordelia Brightmoon** is the overbearing and aggressive, but well-meaning, mother of series protagonist Laurel Brightmoon.

## Personality

Although she is well-meaning, Cordelia comes off as overbearing and pushy. She wants her daughter to have a perfect life and sees no problem with being the one to take control of Laurel's life since she "fails" to do it herself. She has been shown to be a negligent mother, who cannot recall her daughter's name or birthday. She is a self-absorbed, inconsiderate and callous individual. Despite her similarly bad parenting and emotional neglect towards Laurel, Cordelia has been shown to be at least more outwardly caring and considerate towards her daughter.
Demons

**Demons** are a supernatural species who are native citizens that inhabit the Underworld.

## Description

Demons retains their general form but with some additions; horns, claws, fangs, and tail are common, as are wings, more fit (muscular and/or larger) body and colour change (red, blue or black dominate) but there are several kinds of demons who are far less humanoid, varying from strange, surreal or even absolutely horrific. Demons tend to have an overarching theme to their design, typically hellborn species have very consistent appearances and biological designs according to their species.

Demons usually have a humanoid shape and most of them look completely different from one another. Some of them are friendly, and others are very serious and strict. Only a few demons are truly evil

### Abilities

* Demons cannot die of old age and most of the other natural causes.
* Normally, demons possess one or two horns, but there have been individuals who have four horns.
* Demons are among the few species that are said to employ magic, with some skilled in psychic abilities such as hypnosis.
* All demon species are vulnerable to physical trauma, however certain groups are immune to death by conventional means.
* Some demons have demonstrated the ability to transform into larger, stronger, and more demonic alternate forms.
* Demons have enhanced physical abilities such as superhuman strength, endurance, and enhanced sense such as sight and hearing; in addition to being able to see clearly in the dark as creatures of the night.
* They can summon fire from their hands.
* Most demons are able to fly through using their bat-like wings, which are capable of retracting into their backs as if disappearing entirely.
* Demons are resistant to flames and cannot be burned.
* Demons can detect and consume the life energy of biological beings to survive.

## List of Demons

* Andrealphus
* Asmodeus
* Astaroth
* Bael
* Barbatos
* Beleth
* Crocell
* Dantalion
* Furcas
* Gremory
* Haagenti
* Kimaris
* Leviathan
* Malphas
* Morax
* Naberius
* Orobas
* Paimon
* Ronove
* Sabnock
* Valefor
* Vine
* Zepar
Gnomes

**Gnomes** are a humanoid race of liminal beings noted for being very small creatures (standing 3–3.5 feet tall) of the forests and hills who live in harmony with nature and animals. They are historically shy and live in fortified villages where they often guard mines and precious underground treasures.

## Description

Industrious and possessing an affinity for the sciences, gnomes possess an inventiveness and open-mindedness. As a result they are famously known as tinkerers and gadgeteers that are always inquisitive and open to experimentation on a whole host of subjects.

Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Despite their small frames, however, gnomes are extremely resilient, and not as weak as many of their foes assume. Though their diminutive stature reduces their ability to move quickly, gnomes often train to take advantage of their size, especially when fighting foes much larger than themselves.
Avians

**Avians** (also known as **Birdpeople**) are a demi-human race with characteristics of birds.

## Description

Avians posses more bird-like attributes, including bird ears and arms, feet, legs and tail feathers. Their hand motor are even weaker than that of the Harpies, as they lack the opposable digit on the joint of their wings. Avians have slight frames for the purposes of flying, and as such may look far younger than they actually are. Their wings would seem best-suited for gliding, but are deceptively strong and can support a load at around twice the avian's mass in the air for prolonged periods of flight. Their legs and talons are also far stronger than they would seem, and can comfortably grip such loads during such flights.

### Characteristics

* Avians are among the lightest of the demi-human races because of their hollow bones.
* Avians typically have poor night vision and thus, rarely fly at night.
* Avians can be omnivores or carnivores.
* Like birds, avians can not discern glass walls, windows and doors and will actively fly into them while trying to get inside a house.
Trolls

**Trolls** are a race of brutish, aggressive humanoid beings of giants. Possessing prominent fangs and a snout, their features tend to be "pig-like" in appearance. Taller and thicker than a human by half, they would have about the strength of a bear, and have noses capable of accurate olfactory sense to up to a kilometer out.

## Description

Trolls can reach heights over three meters tall. They have a greenish brown skin and one or two short, thick horns on their head. They have long, portruding lower canines. Both males and females are extremely well-muscled with massive limbs, yet they are easy-going and carefree. Because they are physically much larger than humans, they are unable to wear most clothes, leading to concerns regarding their inability to dress fashionably.

Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, trolls believe they are entitled to anything they want unless someone stronger can stop them from seizing it. They rarely exert themselves off the battlefield except when forced to do so; this attitude stems not just from laziness but also from an ingrained belief that work should trickle down through the pecking order until it falls upon the shoulders of the weak.

### Powers and Abilities

* **Strength:** Trolls are famous for their enormous strength, able to carry objects made for their size with no problem, and can chuck heavy metallic items such as a vending machine with ease.
* **Horns:** Trolls horns are for show, as the horns connect directly to the skull, thus making them quite sensitive to the touch. In response to this, their helmets have to be specially made to allowing in their horns.
* **Size:** Trolls are also known for their intimidating heights, and backed up with their formidable strength, makes them a force to be reckoned with. Despite this, they have lax and gentle personalities.
Two Minutes and Beyond (Podcast)

Two Minutes and Beyond is a podcast where two Toy Story fans, Bianca Garcia and Macy Ball, review the Toy Story films two minutes at a time! The podcast has just covered the first Toy Story from 1994 along with some bonus episodes and it ran from Sep 8, 2021 thru Jun 15, 2022 for 40 episodes.

Two Minutes and Beyond feed on Blogspot
Hellhounds

**Hellhounds** are massive, dog-like monsters from the Underworld.

## Description

Features that have been attributed to hellhounds include black fur, scales, glowing red or sometimes yellow eyes, super strength and/or speed, ghostly or phantom characteristics, foul odor, and sometimes even the ability to speak.

Legend says that if someone is to stare into the eyes of a hellhound three times or more, that person will definitely die; seeing or hearing it howl may also be either an omen of death or even a cause of death. In cultures that associate afterlife with fire, hellhounds may have fire-based abilities and appearance. They are often assigned to guard the entrances to the world of the dead, such as graveyards and burial grounds, or may undertake other duties related to the afterlife or the supernatural, such as hunting lost souls or guarding a supernatural treasure.

### Powers and Abilities

* They have superhuman strength and speed.
* Hellhounds appear to have an extrasensory type of smell for tracking a target by sniffing an item that identifies them.
* Hellhounds have the ability to speak.
Satyrs

**Satyrs** are a caprine demihuman race possessing characteristics of a goat, including a pair of curled horns on the head, they have small tail, ungulate ears, and hoofed feet. Their skin tends to be dark, and they are a tad shorter than the average human.

## Description

Satyrs lived in a world where magic was common. Because magic wasn't easy to master, satyrs adapted to newer technology such as using modern appliances and adapting to newer technology for an easier way to get through, alongside other mythical creatures.

Fauns and satyrs were originally quite different creatures: whereas fauns are half-man and half-goat, satyrs originally were depicted as stocky, hairy, ugly dwarfs or woodwoses with the ears and tails of horses or asses. In earlier art they were portrayed as quite ugly, though later they became more youthful and graceful. Satyrs also were more woman-loving than fauns, and fauns were rather foolish where satyrs had more knowledge.
Cyclopes

**Cyclopes** are a humanoid species that possess the notable feature of having only one eye.

## Description

Cyclopes are able to see objects up to 2 kilometers away without assistance; however, they have poor depth perception, making it difficult for them to navigate 3-dimensional spaces, and their eyes require constant protection from harsh environments as their size makes them susceptible to dryness and allergies.

### Attributes

* Because the cyclopes' eye is so large, they dry out easier than humans, as well as more likely to get something caught in them, and require a lot of eye-related medication.
* While Cyclopes have great long-distance vision, their depth perception is very low due to their single eye. It is common for cyclopes to run into poles and be overall klutzy because of this.
* Cyclopes are typically socially sensitive about their eyes, and resort to hide them, though ironically, the methods they use to hide their eyes only bring more attention to their face.
* Cyclopes can order special glasses to hide their eyes, though they are very expensive and not very flattering.
Mermaids

**Mermaids** are a demihuman liminal race with the upper body of a human and the lower body of a fish.

## Description

Among land dwellers, the merfolk are almost legendary figures of impossible beauty and magic. In reality, merfolk are secretive and prone to intense xenophobia. They value their privacy and are more likely to react to surfacers with aggression than with friendship or passion. Though mermaids have been noted as trading with other races in the past, it would seem a number of recent events has soured this relationship and driven at least some mermaid houses to seek isolation from the upper world.

### Powers and Abilities

* Mermaids secrete a slippery slime to keep from drying out, as they can only function upon land if their gills remain adequately moist. These gills are located along the waist and are compatible with both fresh and salt water. In addition to gills, mermaids also have a humanoid respiratory system that allows vocalization and breathing through the mouth. This effectively makes them amphibious in the sense that they can breathe air as well.
* Mermaids have webbing between their fingers to aid in swimming and their pelvic fins are the main modes of steering in the water, with propulsion achieved via the muscular tail, which has a horizontal fin at the end
* Mermaids, like most bony fish, have swim bladders to help control buoyancy.
* Mermaids vary individually by color of their tail and fins, the former of which commonly matches the individual's hair color. These colors are often soft, flowery, and bright like that of tropical fish, as opposed to the more solid and hard colors of the fishfolk.
* Mermaids are said to be able to reach speeds of 50 km/h (31 mph) while swimming.
* Mermaids need to stay moist even on dry land, as they are more prone to dehydration than land creatures.
Fantastic Dreams Wiki

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

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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

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

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Level 12

**Survival Difficulty: Class 5**
**》Safe**
**》Stable**
**》Devoid Of Danger**
**Level 12** is the 13th level of the Backrooms.

## > Description:

**Level 12** remains as one of the least understood levels of the Backrooms, despite its resemblance to baseline reality. Any attempts to record or photograph **Level 12** will result in either a simple white image or a mass of noise and TV static. When uploaded to another device, footage of **Level 12** will convert into a standard SMPTE testing screen, lacking any color. It is unknown why or how this change occurs. Any information included with footage or image data, such as a filename, is also censored.

**Level 12**’s environment is one of the most basic; the level is a small labyrinth of tiny, brilliantly lit rooms, each with a rectangular table situated in the center, and a chair behind it, tucked under the table. While the table and chair's size would indicate something meant for a child, the chair is structured in a way that would make it more fitting to sit a shrunken-down human, or a goblin. The table and the chair are almost an identical white as the rooms, making them difficult to see. The rooms are an exact 10' by 10' by 10' space. Occasionally a loud 'thud' can be heard from the other side of one of the walls, indicating the level is greater than the small labyrinth that is **Level 12** itself.

Though the M.E.G. has sent many exploratory teams to this level, a greater purpose to it has yet to be determined. If one takes the table or chair when exiting this level, it is always replaced when the next person arrives. Further research of this level is extremely difficult, because the inside cannot be photographed and when one exits this level they forget all memories of the level after approximately five minutes. From what later studies show, **Level 12** acts as an error handling message of sorts.

### >> M.E.G Summary Statement:

***Level 12** is currently level of low interest. All endeavors to capture photo of video of **Level 12** have been ineffective and coupled with its memory wiping capabilities, research is too tedious for no obvious gain. As of yet, no Life-form sightings on **Level 12** have been appended to the M.E.G. database. If new information is gained on this level's significance, investigation will be reopened.*

## > Entrances & Exits:

### >> Entrances:

* Smashing through a window in Level 11 will send you here.
* Static effects on workable TVs in Level 9 can lead to this Level.
* Attempting to destroy any level of the Backrooms will send you here.
* Sometimes, the Backrooms will “experience a glitch”, in which a random wanderer will be sent here. This further supports the theory that **Level 12** is an error handling message of sorts.

### >> Exits:

* **(NO DATA AVAILABLE)** to get to Level 13.
* Sitting in the chair will send you to Level 1.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: NightmareFreddybear

Original Authors: Redditors u/JonasCBaldi3 and u/Smbfanexe., Stretchsterz.

Original Page: Wikidot, Fandom

Images: Unknown.
Support Your Local Podcast (Podcast)

Proud member of the Movies by Minutes community, join host Robert Smith as he (and an occasional friend) take a look at some of our favorite movies!

Support Your Local Podcast feed on Anchor.fm

### Season 1: Support Your Local Sheriff! (1969)

Season one will be a tackling of the 1969 James Garner Western Comedy Classic, 'Support Your Local Sheriff' one chapter at a time from May 22, 2022 thru Sep 4, 2022 for 16 episodes.

### Season 2: The Quick and the Dead (1995)

Season two covers the 1995 Sam Raimi movie The Quick and the Dead one chapter at a time from Jan 8, 2023 thru Sep 23, 2023 for 29 episodes plus several bonus episodes on deleted scenes.

### **Season 3: El Dorado (1966)**

Season three covers the 1966 John Wayne/Howard Hawks/Robert Mitchum Western, 'El Dorado' one chapter at a time from Oct 14, 2023 thru Feb 11, 2024 for 14 episodes.
Level 26

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unstable**
**》Bodily Hazards**
**Level 26** is the 27th level of the Backrooms.

## > Description:

**Level 26** is a finite level expanding for millions of kilometers, resembling an abandoned house. **Level 26** is described as being similar to Level 0, with **Level 26** formerly being assigned as “Level 0.1”. However, the M.E.G. had eventually ending up finding out that the level had enough differences to be a normal level, and thus, was classified as **Level 26** instead.

The architecture of **Level 26** is highly confusing; this includes random doors placed in the middle of a room that lead to nowhere, stairs and hallways that lead nowhere, doors that lead to walls, doors on the ceiling/floor, floating carpets, lights floating in the middle of a room/hallway, junctions in the furniture, and spinning lamps. Stairways within **Level 26** will also always go down, and will lead to The Basement when one goes down them.

Hostile Life-Forms will lurk around **Level 26**, with some appearing in specific rooms. The saturation of these entities vary; some rooms will be infested with them, some will have moderate amounts, and some will be completely devoid of them.

Upon surviving in **Level 26** for 2 days, the level’s environment changes; kitchens and bedrooms become rarer, the halls stretch on for miles, and the architecture becomes more confusing. Staying within **Level 26** for a week will result in the Level becoming more maze-like, with kitchens becoming a bit more common, and being able to find more doors simply leading to walls. If one chooses to stay in **Level 26** for any longer than that, the level simply becomes a maze full of house rooms, becoming unrecognizable from what the Level first appeared as when you first entered it.

## > Entrances & Exits:

### >> Entrances:

* As of now, the only known ways to enter **Level 26** are by going up a significantly high amount of floors within Level 5, or houses within Level 9.

### >> Exits:

* Going through the junctions within the furniture will lead to a random Negative Level.
* Stairways, when one goes down them, will lead to The Basement.
* Wandering around for an extremely great distance may send one to Level 26.1.

« Level 25 | Level 26 | Level 27 »

**The M.E.G.**
**Exploring and Documenting the Backrooms since 1909.**

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: NightmareFreddybear

Original Authors: Anonymous Fandom User, avertexpert

Original Page: Wikidot, Fandom (Archived)

Images: First image taken from Fandom.

Second image: "Carriage House hallway" by Dan Perry is licensed under CC BY 2.0.
The Cast and the Furious (Podcast)

"When you’re here, you’re family. Murren and Jonathan talk the Fast and Furious franchise a quarter movie at a time."

The Cast and the Furious at CastAndTheFurious.com

### Season 1: The Fast and the Furious (2001)

Season 1 covers the Fast and the Furious one quarter movie at a time from Jul 3, 2019 thru Sep 13, 2019 for 4 episodes plus 2 intro episodes.

### Season 2: 2 Fast 2 Furious (2003)

Season 2 covers 2 Fast 2 Furious one quarter movie at a time from Oct 18, 2019 thru Nov 22, 2019 for 4 episodes plus 1 intro episode.

### Season 3: The Fast and the Furious: Tokyo Drift (2006)

Season 3 covers The Fast and the Furious: Tokyo Drift one quarter movie at a time from Jan 16, 2020 thru Feb 28, 2020 for 5 episodes plus 1 intro and 1 special episode.

### Season 4: Fast & Furious (2009)

Season 4 covers Fast & Furious one quarter movie at a time from Apr 3, 2020 thru May 5, 2020 for 4 episodes plus 1 intro.

### Season 5: Fast Five (2011)

Season 5 covers Fast Five one quarter movie at a time from Jun 12, 2020 thru Aug 17, 2020 for 4 episodes plus 1 intro.

### Season 6: Fast & Furious 6 (2013)

Season 6 covers Fast & Furious 6 one quarter movie at a time from Oct 2, 2020 thru Feb 8, 2021 for 4 episodes.

### Season 7: Furious 7 (2015)

Season 7 covers Furious 7 on quarter movie at a time from Mar 14, 2021 thru Jul 5, 2021 for 4 episodes plus 1 bonus episode.

### Season 8: Fate of the Furious (2017)

Season 8 covers The Fate of the Furious one quarter movie at a time from Sep 12, 2021 thru Apr 3, 2022 for 4 episodes.

### Season 9: Fast & Furious Presents: Hobbs and Shaw (2019)

Season 9 covers the spinoff movie Fast & Furious Presents: Hobbs and Shaw one quarter movie at a time starting on Oct 4, 2022 with the 2nd quarter released on May 29, 2023.
Level 24

**Survival Difficulty: Class Astral**
**》Cosmic Anomaly**
**》Spacetime-Altering Properties**
**》Potential for Celestial Lifeforms**
**Level 24** is the 25th level of the Backrooms.

## > Description:

**Level 24** is a spatially anomalous pocket dimension within the Backrooms.

**Level 24-Gamma** consists of a replica of outer space. However, there are multiple differences. Space junk is everywhere, all space stations extend for billions of miles in all directions, even if it looks like their size is normal, and much more planets can be found. Upon entry, wanderers will be spawned in an astronaut suit with a flag stuck to one of it’s hands. Although oxygen does exist within **Level 24**, the temperature of **Level 24-Gamma** is near absolute zero. As such, it wouldn’t really matter if you could breathe, since you would most likely freeze to death.

**Level 24-Omega** consists of a global star cluster, which most commonly houses Fomalhaut-esque stars. Touching these stars will give off small amounts of heat, but punching them will result in you being lit on fire. At the center of the star cluster is where a hypergiant star, whose name is currently being decided, lies.

On occasions, a distortion of space and time will appear in either **Level 24-Gamma** or **Level 24-Omega**. This distortion is varying in size, although it is always big in at least some way. This distortion will tend to target wanderers, almost as if it’s sentient; the distortion will occasionally reside at a space station, and opening the airlock of the space station while the distortion is visible will result in said space station becoming engulfed in it, with the distortion “eating” the space station, and killing wanderers inside it.

## > Entrances & Exits:

### >> Entrances:

* Level 11:
	+ Entering the ruins of a planetarium within Level 11 will send you to **Level 24-Gamma**.
* Level 1:
	+ **Level 24-Omega** can be accessed from Level 1, although how to do so is unknown.

### >> Exits:

* Level 1:
	+ Sometimes, planets within **Level 24-Gamma** will contain pickaxes; using these pickaxes to mine through the planets will send one back to Level 1.

« Level 23 | Level 24 | Level 25 »

**The M.E.G.**
**Exploring and Documenting the Backrooms since 1909.**

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: NightmareFreddybear

Original Authors: Unknown.

Original Page: Wikidot, Fandom

Images: Taken from here: [1]
The Secondary Roads

**Survival Difficulty: Class 2**
**》Unsafe**
**》Stable**
**》Small Entity Hazard**
**The Secondary Roads** is an enigmatic level of the Backrooms.

## > Description:

**The Secondary Roads** are a vast network of roads leading to intersections. This level contains Death Moths, Smilers and Skin-Stealers that can lurk at the end of these intersections, alternatively the paths on either side can take you to another level depending on what's at the end.

* Roads with a restaurant, cafe, or bar at the end lead to Level 61.
* Roads with office buildings at the end lead to Level 4.
* Roads with a hotel at the end lead to Level 5.
* Roads with an airport at the end lead to Level 36.
* Roads with a planet at the end lead to Level 24.
* Roads with a suburban area at the end lead to Level 9.
* Roads with a warehouse at the end lead to Level 20.
* Roads with a cabin at the end lead to Level 13.
* Roads with a train track at the end lead to The Metro.
* Roads with a field at the end lead to Level 10.

## > Entrances & Exits:

### >> Entrances:

* Noclipping through Level 9’s roads will get you here.
* Find an intersection on any level with a road and stay there for 6 hours, then the landscape will gradually change until you reach this level.
* Very rarely, at Level 488, is it possible to find paths to this level.

### >> Exits:

Many exits have mentioned above.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

The original author of this level is Mr. Backrooms.

The content above is from the video "Secret Levels of The Backrooms "The Backroads" a level proposal by me + an apology to Fire Gaming" by Mr. Backrooms.

Ported to this wiki by NightmareFreddybear.
You Cheated

**M.E.G. Notice:**

The M.E.G. have always attempted to make all information gathered public, in order to save as many lives as possible. Hiding information is almost never beneficial to us, or the wanderers that we protect. However this page is an exception. The information stored on this page would bring chaos to ~~your~~ our way if shown to the public. To view this page, please input your Administration Credentials.

**We apologize for any inconvenience.**

**- M.E.G.**

**> Input your administration credentials to continue.**

**Access Granted!**

**Survival Difficulty: Class Contested (Non-Human)**
**》Entity Superiority**
**》Unstable**
**》Unsafe Conditions for Humanity**
**You Cheated** is an Enigmatic level of the Backrooms.

## > Description:

**You Cheated** is an incredibly dangerous Enigmatic Level, which manifests as a claustrophobic network of hallways and rooms, each with computer code on the pitch-black walls. A massive amount of objects can be found inside the rooms, with the objects cluttering them. Attempts at no-clipping in **You Cheated** will promptly bring you to The Void, and attempts at messing with objects will cause you to die for unknown reasons. The geometry of **You Cheated** is also collapsing; the ceilings or walls of the Level may fall, and Fire will occasionally burst in a part of the Level, before spreading closer to the wanderer.

Upon entry to **You Cheated**, wanderers will spawn in a hallway, with a door at the end of it. A few seconds after entry, footsteps can be heard, before the door opens. Then, a powerful Entity will come out of the door, and begin chasing the wanderer. Once this happens, your only option to survive is simple: **run**.

Randomly, one may be no-clipped through the floor, and sent to a small room. This room bears some resemblance to Level 0, abliet parts of the floor are replaced by a pink checkerboard pattern instead. Unlike the halls of **You Cheated**, this room cannot be exited: approximately 5,000 attempts to no-clip out of this room have been attempted, all of which failed. If you get no-clipped into this room, you’ll be stuck in there until you die of starvation/dehydration.

## > Entrances & Exits:

### >> Entrances:

* Attempting to no-clip into baseline reality from The Main Nine will bring you here.
* Cheating in Level 25 will send you here.
* Attempting to eradicate the Backrooms will largely incline to send you here.
* Endeavoring to no-clip out of The Void will send you here without any departure.
* Powerful beings can send you here at will.

### >> Exits:

* Powerful beings may take you out of **You Cheated** and put you in a random Class 0/Habitable Level if they realize that you have preformed frivolity wrong.
* No-clipping in this level will send you to The Void.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: NightmareFreddybear

Original Authors: TheAgentAnonymous.

Original Page: Fandom

Images: Unknown.
Level 974

**Survival Difficulty: Class 5**
**》Safe**
**》Stable**
**》Only one Entity**
## Description

**Level 974** is a medium sized home consisting of; a master bedroom, normal sized bedroom, 2 bathrooms, a kitchen connected to the dining room, and a living room. The windows in **Level 974** are painting of what you would see outside normally. All plumbing and electricity are able to be used. The house also has decent Wi-Fi.

Everything in the level has a "pink" and "cute" theme. The pantry and fridge are filled with sugary snacks and soda, weirdly the food and soda eventually replaces itself by unknown means.

## Entities

There is only one entity residing in **Level 974:** known as 'Kitty' or 'Mr. Kitty'. Kitty is 3.2m tall, a humanoid entity lacking facial features and hands and feet. The skin on Kitty is matt-black and has a texture that of leather. Kitty is assumed to be able to hear, see, smell, and feel. Kitty moves quickly and smoothly; it seems as if Kitty glides across the ground.

Kitty does not show any signs of aggression, although Kitty stalks Wanderers and scares them.

## Entrances and Exits

There are 6 ways to enter this level so far

* Sleeping with the clock in your hands at **Level 2425** will take you here.
* Entering a heart shaped hole found in **Level 152** will take you here.
* Noclipping through a wall of **Level 99** has a slight chance to take you here.
* Noclipping through the floor in **Level 989** has a slight chance to take you here.
* Finding and holding a "cute" item and noclipping will take you here.
* Noclipping through any level has a very slight chance to take you here.

* There is only one exit, to leave you have to give Kitty a cute item, you will fall asleep immediately and wake up in a safe level.
Level -1

**Survival Difficulty: Class 2**
**》Unsafe**
**》Stable**
**》Mental Hazard**
**Level -1** is the 2nd negative level of the Backrooms.

## > Description:

**Level -1** is a presumably infinite hallway with a weird architecture, that has doors on its sides. The level consists of white painted walls and black doors. Each door is locked except a few, which leads to either almost all negative levels (most commonly Level -2 and Level -0), Level 0 or Level 2, and many enigmatic levels.

Inside the Level, one will no longer hear the faint buzzing of Level 1. Instead, one may hear faint piano noises in the distance, the source of the sound is unknown. The deeper one traverses through this Level, the slightly louder it gets, but it never seems to get any closer. Your vision seems to get more static-like effects while walking too far down the hall, similar when closing your eyes too hard. Some reports have described old advertisements from around the 1930s being picked up underneath the static.

Once your vision has turned, you'll see people in old business suits, although any human features are entirely invisible. You may also hear the chatter of unseen beings mixed with the sounds previously mentioned. Almond Water puddles can also be found on the floor during this event, dripping from the ceiling.

Anyone who has made it this far always turns back at this point. When they do, they report seeing an unknown entity that they simply call 'Nutrisha'. Further expeditions will be started to explore **Level -1**.

**Level -1** is one of the smallest Levels in all of The Backrooms, as it seems to consist of only one endless hallway, with only the occasional branches or turns. if you are feeling particularly confident and have a ready supply of Almond Water, it is safe to exit to Level 2 or to Level -2, it is very easy to slip into Level -2, which is extremely dangerous, but one of the only ways to keep going through the Negative Levels.

## > Entrances & Exits:

### >> Entrances:

* No-clipping through a wall in Level -0 after 14 minutes have passed.
* No-clipping through a wall in Level 0 could send you here.
* No-clipping in Level 9 and Level 15 may send you here.

### >> Exits:

* To exit, enter one of the many doors to enter Level 0, Level 2, Level -0, Level -2, many other Negative Levels, and many Enigmatic Levels.
* Entering a slightly damaged door that has no lock on it will take you to Level 16.

« Level -2 | Level -1 | Level -0 »

**The M.E.G.**
**Exploring and Documenting the Backrooms since 1909.**

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: NightmareFreddybear

Original Authors: Stretchsterz, MegaSmile0

Original Page: Wikidot, Fandom

Images: Unknown.
Level Death

**Survival Difficulty: Class 5**
**》Unsecure**
**》Unstable**
**》Entity horde**

## Description

Level Death or level GTFO, is a level that is extremely advised to stay away from because everything here is wanting to kill you. As soon as you enter this level all of the entities present will know your location and immediately start hunting you down. The main part of the level is a church that expanses 100 km (62 Miles). If you are to enter this level, stay inside the middle of the chair rows or there will be more of a risk that the entities will unalive you. To avoid most of the entities, go through the chair rows and run, the chair rows are where most of the entities cannot enter.

One of the logs from a M.E.G. Explorer said the following-

"I saw the horde of entities and almost passed out, luckily it is safe at the entrance room and the chair rows, but I just ran to the end of the hallway, I didn't care that they were chasing me. That's pretty much how I got out of that hell hole."

Speaking of the entrance room, when you first get here, you will be in the entrance room, the entrance room is a room that is filled with a unidentified gas that is reported to not be harmful to any biological life except for the entities present on the level, this is the only really safe place on the level but it is not recommended to stay in here for too long or you will suffer hallucinations and start hearing things.

## Entities

The entities that are most common here are Smilers, Hounds, Facelings, Clumps, Skin-Stealers, Dullers, Scratchers, etc. On this level if you exit the entrance room, they will immediately know your location and start chasing.

## Entrances and Exits

### Entrances

\* Noclipping through one of the various doors in Level-1 will send you here. On very rare occasions, noclipping through Level Fun will send you here.

### Exits

\* Making it to the end of the church will send you to Level 3. Staying in the entrance room for more than 1 hour will send you to Level 0
Template:Levels
Level -999

You are stuck, you don't know how you even got here. There is no way out. The walls, floor, ceiling, even yourself is all glitched. The Backrooms didn't expect you to even be here. How did you even manage to go that far back? There is no way back. No entrance, no exit, no rooms, no nothing. A heaping pile of code is everywhere that is unstable and nearly unusable. This is how your story ends. There is no hope. This level is non existent. Where even are you?

**Survival Difficulty: Class Deadzone**
**》Envrionmental Hazards**
**》Strictly Uninhabitable**
**》Instant Death Upon Entry**
**Level -999** is the 1,000th negative level of the Backrooms, and the final level of Cluster -I. This level is considered the most brutal level of the Backrooms due to its properties.

## > Description:

**Level -999** is the level that no man, nobody can even enter. But you still did. You don't exist in this level. Nothing does. Everything is an illusion. Your brain can't comprehend what this even is. The Backrooms are mysterious, but this one draws the line. Did they even make this level? No information is known. Everything is trapped here. While not even existing. Everything is forgotten, a dumpster of memories that can never be crushed. They are just left to rot.

**Level -999** is an infinite void of glitches and lines of code floating everywhere with no way out. Those who managed to get in here will experience glitches all over the place and excessive insanity and instant death due to the excessive non-descript properties of the level.

## > Entrances & Exits:

### >> Entrances:

While wanderers have entered **Level -999**, there is no known way to actually get to the level due to wanderers never living to tell the tale; it’s existence was only confirmed via experiments.

### >> Exits:

You won't last a second on this level.

« Level -1000 | Level -999 | Level -998 »

**The M.E.G.**
**Exploring and Documenting the Backrooms since 1909.**

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: NightmareFreddybear

Original Authors: Unknown

Original Page: lost the link for the og; it’s definitely saved in the wayback machine tho

Images: First image taken from the Fandom Level 9223372036854775807. Second image Unknown.
Level 20

**Survival Difficulty: Class 1**
**》Safe**
**》Stable**
**》Environmental Hazards**
**Level 20** is the 21st level of the Backrooms.

## > Description:

**Level 20** is a level reminiscent of the earlier levels of the Backrooms, with architecture consisting of that of a warehouse which expands for hundreds of thousands of miles in all directions. Rooms vary in size; some lay at 30 kilometers of size, while others are big enough to be their own level. Similarly, hallways also vary in length.

**Level 20** is completely flooded with boxes, which has been dubbed as a “Box Ocean”. Due to the boxes, wanderers will be slowed down somewhat in **Level 20** until they leave the level. These boxes also act as exits from the Level. Going directly under the boxes will also rarely result in entering a brown, cardboard ocean.

The pallet racking within **Level 20** goes up for an abnormally high length, like that of a skyscraper. On occasions, the pallet racking of **Level 20** may fall; this will result in the pallet rack’s boxes falling, making the box ocean more “flooded”. If one is unlucky enough, a pallet of the pallet rack may fall onto wanderers, slicing them in half and offing them on the spot.

When it comes to the rooms of **Level 20**, they are filled with machinery of various times. Interestingly, despite whatever condition said machinery is in, it appears to work as intended. Along with this, a sticky, oil-like substance coats most rooms, usually either being in pools on the boxes or leaking from cracks in the roof.

## > Entrances & Exits:

### >> Entrances:

* The primary entrance to **Level 20** is via a unique building in Level 11 which resembles a warehouse building. Unlike the other buildings, this building is not destroyed in any way. Entering this building will directly lead to **Level 20**.
* Another way to enter **Level 20** is by a rusted door in Level 19. Keep in mind that this may also lead to Level -2, Level 5, or Level 12.

### >> Exits:

* You can leave **Level 20** by climbing into the boxes of the Level, as mentioned above; these boxes will lead to random levels.
* Going through a hallway without any lights will eventually result in one’s surroundings fading into Level 6.

« Level 19 | Level 20 | Level 21 »

**The M.E.G.**
**Exploring and Documenting the Backrooms since 1909.**

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: NightmareFreddybear

Original Authors: Redditor u/Smbfanexe

Original Page: Wikidot, Fandom

Images: Unknown.