recursal/Fanatic-Fandom huggingface dataset:
Level 2137

**Level 2137** is the 2138th level of The Backrooms.

**Survival Difficulty: Class 4**
**》Unsafe**
**》Unsecure**
**》High Entity Count**

## Description

**Level 2137** takes the appearance of a catholic stylized church. It actually consists of only a few benches, an altar and a cellar. Light arrives there from stained glass windows. Rumor says they are entities, however it is unconfirmed. Most things in **Level 2137** are made of wood.

### Benches

It is highly not recommended to sit on the benches in **Level 2137**, because there are often entities hidden inside of them. They are somehow able to get into them and then jumpscare an unexpecting wanderer. There are about 30 benches in the level, and all of them are made of dark wood. In some rare cases, there can be chairs instead of benches.

### Altar

The altar in **Level 2137** is a big, stone table with some weird subtitles in Latin written on it, featuring "There is no hope, he will die", "We lost him", and "Revenge is coming". It is unknown who wrote them and who is "he".

### Cellar

An entrance to the cellar in **Level 2137** is located behind the altar. The cellar consists of few rooms filled up with things. You can even find some Almond Water or food there. The Faceless Pope, this level's individual entity lives there.

## Entities

Entities which can be found there are mainly Smilers, Deathmots, Wretches, Hounds, Facelings, Skin Stealers and Death Rats.

### The Faceless Pope

**Level 2137** has also one individual entity, known as "The Faceless Pope". This entity is a humanoid creature, dressed as a pope. It has a big black hole instead of a face. It is also extremly hostile and can kill one in very short time. It is recommended to stay away from **Level 2137** because of this entity.

## Bases, Communities and Outposts

There are no known colonies or outposts in **Level 2137**.

## Entrances and Exits

### Entrances

There are currently two known ways of entering **Level 2137**:

* **Level 2137** is accessed by noclipping trough the floor in Level 2009.
* One can also get there by finding a door with a number 2137 on it in many levels, mainly Level 5.

### Exits

There are currently two known ways of exiting **Level 2137**:

* You must noclip trough the altar and you will be at Level 2240.
* Entering the trapdoor in the cellar will lead to Level 2137.5.

## Entry Information

**Author:** Applestripe

**Editors:** -
The Cobra

* TWB
* Revolver

> A beautiful tool of righteous vengeance, or a curse to all good folk in the wrong hands.
>
> Sheriff Bartlett's Journal

The **Cobra** is a weapon featured in *The Wild Bunch*, *The Wild Bunch 2*, *The Wild Bunch 3* and *Red Dead Revolver*.

## Description

> The 8-inch barrel gave this pistol an enormous stopping power with great accuracy. The specially designed grooves in the barrel along with lengthened .44 cartridge ammunition makes this weapon a formidable part of one's arsenal.
>
> in-game manual

According to legend, only two models of the Scorpion Revolver ever existed, custom made by Nate Harlow, father of Red Harlow, for himself and his associate Griff. It possesses a unique scorpion design on its handle, in respect for Nate's father-in-law Running Moon, with the scorpion being his spirit animal.

During a raid on the Harlow ranch, one of the revolvers was destroyed after Nate's death. Engulfed in flames as the ranch burned, Nate's son Red used the burning revolver to shoot off one of the attacker's arms. The weapon's molten metal scarred Red's hand before the revolver lost its function.

An older Red ultimately reclaimed the other revolver after killing a now Governor Griffon who was responsible for his father's death.

This custom Army Revolver features a silver finish, gold engravings and a dark walnut grip with a scorpion carved into it. This weapon has an ammo capacity of six rounds and can use Regular, High Velocity, Split Point, Express and Explosive revolver ammo.

## Acquisition

Jack Cassity discovers the revolver in a lock box at Two Crows during the mission " " which he then uses to shoot one of Red Ben Clempson's gang members. After sanding off the Scorpion carving on the handle, Jack has a serpent carved into it and christens it, 'The Cobra' while drunk.

## Trivia

* The Cobra is based on the real world Colt Army Model 1860.
* The serpent emblem on the handle is reminiscent of the coiled snake design on the handle of the gun of the famous "Man With No Name" from the "Dollars" Trilogy, directed by Sergio Leone. Indeed, the main character Blondie, from *The Good, The Bad, and the Ugly* carries a gun of a similar make and model to the Scorpion Gun.

## Gallery

Revolverscorpion.jpgGovernor Griffon.pngGriffon and his Scorpion revolver
## Related Content

Template:Related Content
Template:RDRev Weapons
The Wild Bunch Wiki

**Welcome to the The Wild Bunch Wiki!**
A Fan Expansion of the World of Red Dead

We're a collaborative community website about The Wild Bunch 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

Jack CassityThe Wild Bunch (gang)PlaceholderThe First EpisodeThe Music of The Wild Bunch 3: Original SoundtrackRidgewood FarmThe Cobra

*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.
Square Piece 2 Wiki

## **-------------------Welcome to the Square Piece 2 Wiki!--------------**

A place where you can find all the info you need about square piece 2!

## What To Do In Square Piece 2?

Square Piece 2 is still in beta phase so don't expect to find days of enjoyment, but there are many things you can do in the game while its being fully released! Don't forget this is still a mainly centered One Piece based game so whatever you think is in One Piece, its probably included in the game as well. Like bounty hunting, looking for devil fruits, travelling the world and finding companions, maxing out your abilities to become the king, the list is endless!

## What's Excepted In The Future?

Mystifine himself (owner of SP2) has said he wants to make every devil fruit in the anime a reality in the game, also he wants to add new mechanics to the game that other games have failed to do, to blow away the competition. Mystifine and his team are constantly growing as a studio, so expected weekly-biweekly updates on the go!

### Some Links To The Main Discord And Game

Discord - https://discord.gg/kDytapDhgJ

SP2 Game Link - https://web.roblox.com/games/9640859723/Square-Piece-2 (Need to buy tester for 400 R$ to play)

*Need To Know More About The Game? Here Are Some Suggestions!*

* Devil Fruits
* Islands
* NPC's
* Races
* Items WIP

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.
Reigen Arataka

# $400

Appearance:

`The user has a special idle.`

Title:

# Con Artist

Moveset: Con Artist

* *E* - Salt Splash - `The user rushes the target with a ton of salt splashes, each totaling up to a Decent amount of DMG, at the end the user then throws the salt canister at the target.` Blockable - Combo Extender
* *R* - Cheeseburger Tornado - `The user grabs out a cheeseburger, then spins around and finally throws it out at the target, deals Decent DMG and sends them back.` Guard Breaks - Combo Ender / Zoning Tool
* *T* - Anti-Esper Dropkick - `The user dashes forward with a dropkick, dealing Decent DMG to the target and sending them back.` Blockable - Combo Ender
* *G* - Banishing Salt - `The user grabs out some salt and splashes it onto the target, deals Low DMG.` Blockable - Combo Extender
* *H* - Sorcery Crush - `The user first grabs out a table and places it on the ground, anyone near the user will then be laid out onto the table, where the user then continuously slams them down into it with a rush of punches, dealing Great DMG in total.` Guard Breaks - Ultimate

Stats

`Strength` - *91.2%*

`Defense` - *97.4%*

`Stamina` - *89%*

Trivia

+`The only character in UCA with meme sound effects on its entire moveset.`
ONF

ONF (온엔오프) is a K-Pop group. They were added to Gwen in pre-launch.

## Teasers

ONF had two teasers, one is an image teaser and the other is a text teaser. All teasers reference songs from the album titled ONF My Name.

And the text teaser "check the weather... Do you think its a good idea to go out somewhere today?", which is a reference to the two songs Thermometer & Trip Advisor.
Items

Items in Square Piece 2 range from weapons and armor to "key" items that help the player advance throughout the game. I'm going to separate weapons, armor and items/tools even though they're all items, it makes it easier to associate one another. The difference between them are that Items help you progress through the game by means of aiding the user in different ways. For example, you can use the pickaxe to mine for Ruby, Iron, or even Gold, after mining for the materials, you can make armor. Weapons on the other hand help the user do damage to Passive-Aggressive NPC's like Bandits, Chefs, Monkeys, etc... Then lastly is armor, armor helps ther player with HP buffs, or even gives the user defensive/offensive effects. For example, Gulby Armor as a set gives the player 700+ health, 10% damage reduction and 2.5% bonus damage.
Pika-Pika No Mi

Pika-Pika No Mi

Pika-Pika No mi is a Logia-Type devil fruit that allows the user to control light, it has one of the highest AOE moves in the game so its good for PVE against NPC's. Pika-Pika No Mi also has a huge advantage over any fruit/vehicle in the travel sense, its faster than anything else in the game.

## Skills

Keybinds
 R
 T
 X
Level 17

**Level 17** is the 18th level of The Backrooms.

**Survival Difficulty: Class [REDACTED]**
**》[REDACTED]**
**》[REDACTED]**
**》[REDACTED]**

## Description

**Level 17** is one of the most mysterious levels of The Backrooms. The M.E.G. made almost no information about it available to the public. All we know about the level is its existance and we got only one photo of it. On the photo, there are low stairs and and a corridor behind them. The wall is white and half-lined with panels made of wood or artificial wood. There are handrails by the stairs. You can see a few right and left transitions in the photo. The floor is lined with a blue covering with a characteristic, white pattern. The ceiling is white too. There are lamps similar to those from Level 0 on it.

## Entities

It is not known what entities can be found in **Level 17**.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **Level 17**.

## Entry Information

**Author:** Applestripe

**Editors:** -
Magu-Magu No Mi

Magu-Magu No Mi

Magu-Magu No Mi is a Logia-Type devil fruit that allows the user to manipulate or even create magma! Compared to other devil fruits Magu-Magu No Mi has a sharp edge over the AOE competition, not to mention whoever possess the fruit has the ability to walk on water or even fly!

## Skills

Keybinds
 R
 T
 X
Islands

## The Purpose Of Islands

In Square Piece 2 there are quite a few islands in the game, some of which sell skills, give out quests, or even allow you to buy items from NPC's there. Since this game is still in beta, a few of the islands are baron or have little activity on them, but it will change in the future with future updates.

## Map

(I created this map myself, so don't expect it to be great)

## A List Of The Islands

### Foosha Village (Starter Island)

#### NPC's

* Rubette
* Foosha Village Merchant
* EliBlackMan
* Samurai Cosplayer
* Baby Mystifine
* blameoasis
* puperman5
* WayOfArcanist
* Dark\_Iistor
* Risingful
* MrOJason

### Syrup Island

#### NPC's

* aseel1223
* xGodMo
* spag1
* ShiromaKurusaki
* theepicbannana326

### Orange Town

#### NPC's

* GXNitro\_Type
* Sol\_Iekss
* Logan\_marksman
* badminerguy303
Races

Races are the different kinds of entities you can embody, each race has different passives and appearances. The race you pick should determine the type of style you like to play as, for example, the Rhino race gives lots of HP to the player as well as damage reduction. If a tank is your forte, then rhino is the race for you. When you're in game and want to see your race passive look above the health and block bar, you should see a box that says "race", hover over it with your cursor and you will see your race passive.

## The Different Types Of Races

### Human

The most well rounded race for leveling up.

* +20% Experience Gain On All Stats
* +20 Base Health
* Chance Of Getting: 16.6%

### Skypeian

If you're the evasive type, this is your race.

* Geppo And Dash Stamina Are Reduced By 50%
* +5 Base Damage
* +25 Base Health
* Chance Of Getting: 12.5%

### Mink

The most PVP forward race.

* All Stuns Are Increased by 0.25 Seconds
* +5 Base Damage
* +10 Base Health
* Chance Of Getting: 12.5%

### Rhino

By far the most defensive race.

* +150 Base Health
* +5% Damage Reduction From All Sources
* Chance Of Getting: 12.5%

### Lizardman

This race has a good blend between damage and defense.

* 5% Of Physical and Sword Damage On You Is Reflected Onto Enemy
* +5 Base Damage
* +20 Base Health
* Chance Of Getting: 12.5%

### Goblin

Hands down the best race for boss grinding.

* +2.5% Drop Rate On All Drops
* +10% Experience Gain On All Stats
* Chance Of Getting: 12.5%

### Fishman

A good race for people who have Paramecia-Type devil fruits.

* Can Swim In Water With Demon Fruit
* +50 Base Health
* Chance Of Getting: 12.5%

### Shroomian

A worse version of lizardman if imma be honest.

* +5% Of Poison Reflection Damage From Physical And Sword Attacks Is Reflected Onto The enemy
* +40 Base Health
* Chance Of Getting: 12.5%
Vie Bloom

**Vie Blooms** are a type of Spirit Bloom that can be found scattered around the world. Unlike other Spirit Blooms, they are visible to all players at once when they spawn and only the first player to interact with each one will receive a reward. Finding each one awards 1 Dew, which can be exchanged at Sage's Bloom Shop for rewards.

## Dialogue

***After Receiving Dew***
* **Narrator:** *The spirit sees your confusion and beckons you forward. Come closer?*
* *(1. Yes)*
	+ **Narrator:** *With its woody fingers, the spirit cups your ear to impart a secret, but the voice you hear comes from inside your head...*
	+ **Narrator:** *The earth is carved by many roads and other marks of human hand.*
	+ **Narrator:** *Near one of these, our friend abodes—There spirits find a promised land.*
	+ **Narrator:** *To gain a sum of nature's power and make a blessing of our boons,*
	+ **Narrator:** *You first must pass aportion's hour—*[sic]
	+ **Narrator:** *Resetting suns, betiding moons.*
	+ **Narrator:** *On the bank where twice of's river runs,*[sic]
	+ **Narrator:** *North of coin and south of cent,*[sic]
	+ **Narrator:** *You'll find where Bloomdew's keeper went.*
	+ **Narrator:** *The spirit pulls away from you with a smile. it seems pleased with itself.*
	+ *(1. Okay, bye.)*
		- *(\*Ends Conversation\*)*
	+ *(2. Uhhh...)*
		- *(\*Ends Conversation\*)*
* *(2. No)*
	+ *(\*Ends Conversation\*)*
Outfits in The Wild Bunch

**Outfits** are sets of clothing that can be worn by the player in the *Wild Bunch series*.

## Overview

Unlike the outfits in the original *Red Dead Redemption*, the individual clothes of each outfit are available as separate clothing items, allowing players to freely mix & match them. In addition, players are also given small choices such as rolling up the player character's sleeves and tucking his pants into his boots.

Custom outfits can be saved, but cannot be named and there is a limited number of save slots.

## Single-player

### Store-bought outfits

All store-bought outfits are suitable in hot weather.
Level 19

**Level 19** is the 20th level of The Backrooms.

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**

## Description

**Level 19** is a medium size pool complex. The complex consists of two main pools and a few smaller ones. It has slides, changing room and even a bar, where you can find some food. There is a day and night cycle, and the light comes in trough windows, which are entities.

## Entities

Entities that can be found in **Level 19** are Smilers, that hide in slides and back rooms, Hounds, water entities which live in the pools and Windows.

## Bases, Communities, and Outposts

### M.E.G. **Level 19** Base

* Around 10 people
* Located near the bar
* Liquidation of this base is considered

## Entrances and Exits

### Entrances

To enter **Level 19**, take the slide in Level 21.

### Exits

There are currently three known ways of exiting **Level 19**:

* Taking any slide has a 30% chance of leading you to Level 16 or Level 74
* One can also find a transition to Level 0.2 in the back room
* Another way of exiting this level is to find a damaged door. It will lead to Level 5

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Level 16

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

**Survival Difficulty: Class 6**
**》Unsafe**
**》Unsecure**
**》Unbelievable Entity Count**

## Description

At the beginning, **Level 16** reminds Level 9, but the houses are less concentrated and the level is devoid of entities. Everything is covered with a mysterious red glow. The celestial bodies are not present on the sky, so it is hard to identify is there a day or a night. However, the M.E.G. said that if the lights are on, it is night. The houses are locked. There are not any supplies neither hydration source on the level, so it is recommended to take some with you when you go for an expedition to this level.

When the night begins, a black courier truck arrives. A blue light is coming out of the truck. A Faceling dressed as a courier will come out of it and try to persuade you to enter the truck. One of his the most common "arguments" is sending one back to The Frontrooms. If you do not agree, two other Facelings will come out of the trunk and pull you into the truck by force. They will take you to the second part of **Level 16**.

The second part of the level is stone catacombs infested with entities. Surviving more than 5 minutes there borders on a miracle.

## Entities

In the second part of the level one can find almost every not individual entity. Some say that there are even undocumented entities in it.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **Level 16**.

## Entrances and Exits

### Entrances

There are currently three known ways of entering **Level 16**:

* Enter a house with a red light coming out of it in Level 9 to get there
* One can also enter **Level 16** by noclipping trough a wall in Level 15
* Taking any slide in Level 19 has a 15% chance of leading you there

### Exits

To exit **Level 16**, enter the truck of your own free will. It will transport you to Level 18.

## Entry Information

**Author:** Applestripe

**Editors:** -
Pokemon Glass/Quartz Wiki

**Welcome to the Pokemon Glass/Quartz Wiki!****Pokemon Glass and Quartz** is a fan-made Pokemon region called **Colune**. **Pokemon G/Q** explores a cold, highly populated region with thriving cities and intelligent, self fulfilling Pokemon. In fact, the largest casino in the capital is run almost exclusively by Mr. Mimes! Our story follows our protagonist, **Sophia** (or Sophie, as her friends and family call her), as she moves to **Colune** and joins the **Gym Challenge**! Along the way, she meets friends and enemies, including her rival **Aaron**, **Professor Spruce**, and more!
## Popular Pages

PlaceholderSophie

* Characters
* Places
* Items
Level 41

**Level 41** is the 42th level of The Backrooms.

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**

## Description

**Level 41** is a swamp with unnaturally high trees and more water than mud. General level appearance and leaves lying on the ground indicate the autumn season. There is an uncommonly dense fog. The level has a few big water bodies and structures - huts made of sticks, small cottages and a several others.

## Entities

Entities that can be found in **Level 41** are Wretches, Death Mots, Skin Stealers, Clumps, Death Rats, Crocodiles, and Smilers during the night.

## Bases, Communities and Outposts

### The Prisoners

* Those are people, who got to **Level 41** by drowning and are afraid of exiting it and its sub-levels using the exits in Level 41.2
* Around 15 people, they may attack if you provoke them
* They eat wild fruit and other food found in the swamp

## Entrances and Exits

### Entrances

There are currently three known ways of entering **Level 41**:

* The most common way to enter it is to climb a tree in Level 40
* This level is also possible to access by drowning. If you do so, you have 50% chance of dying and 50% chance of getting there
* Finding an unlocked door in Level 2137.5 has a big chance of leading you here

### Exits

To exit **Level 41**, find a big greenish building and enter it. You will find yourself in Level 41.2.

## Entry Information

**Author:** Applestripe

**Editors:** -
The Backrooms Fan-Made Alternative Wiki

**Welcome to the The Backrooms Fan-Made Alternative Wiki!**
***We are the best alternative for the basic Backrooms Fandom Wiki!***

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

## Important Articles

Level ListSub-Level ListLevel 0Survival DifficultyThe BacklanguageThe M.E.G.
## New Articles

Level 5Level 4Level 3Level 2Level 1Level 20

### **Articles that need a rewrite:**

* Level 0.9223372036854775807
* The Backlanguage
* The Backlanguage/Dictionary

### Levels

* *Level :(*
* *Level APAP*
* *Level IBUPROM*
* *Level 0.4*
* *Level 72*
* *Level 21*
* *Levels 6-13*

### Other

* *Entities*
* *Groups*
* *Backrooms National Railway*
Level 14

**Level 14** is the 15th level of The Backrooms.

**Survival Difficulty: Class Variable**
**》Varying Safety**
**》Heavily Unstable**
**》Diverse Entity Count**

**Level 14** consists of a few sectors:

This is the sector which you spawn in after entering the level. It takes the appearance of a small stairway with three doors at the top. Entering any of them will lead you to the Sector II, the Sector III or the Sector V.

### Sector II

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**
Sector II is a forest. It is recommended to exit it as soon as possible, because there is Gas Pain spreading in the air. After covering the distance of 1 kilometer you will see a wooden hut with a basement. There are many Death Rats and Skin-Stealers in the forest.

### Sector III

**Survival Difficulty: Class 4o - One Entity**
**》Unsafe**
**》Unsecure**
**》One Highly Dangerous Entity**

Sector II is a winding, pink-blue corridor. You will hear strange whispers in a strange language that you do not understand everywhere. If you hear steps behind you, run as fast as you can. You are chased by an udocumented entity. The chance of it totals 95%. There are many locked doors in the corridor. However, you can open them with the appropriate equpiment. Behind them, there are small white identical almost empty rooms with a chair. After running for 5 kilometers, the entity will stop chasing you, and you will find yourself in Sector IV.

### Sector IV

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities**
Sector IV is a basic railway station with a train and a toilet.

### Sector V

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities**
Sector V is a huge office space. The further you go, the darker, bigger, emptier and more destroyed the offices get.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **Level 14**.

## Entrances and Exits

### Entrances

To enter **Level 14**, open an orange cupboard in Level 74. Alternatively, stop the elevator on the fifth floor in Level 2138.2 and wait 10 minutes. You have 60% chance of seeing **Level 14** after opening the elevator door.

### Exits

There are currently four known ways of exiting **Level 14**:

* If you enter the basement of the hut in the Sector II, you will be in Level 2137.5
* One can exit **Level 14** and enter Level 2136 by entering the train of the Sector IV.
* It is possible to enter Level 547 by entering the toilet in the same sector
* After wandering 30 kilometers in the Sector V, you will be sent to Level 9223372036854775807, Level -9223372036854775807, Level 0.9223372036854775807, The Void or The Midrooms

## Entry Information

**Authors:** Łacin, Applestripe

**Editors:** -
Level 20

**Level 20** is the 21th level of The Backrooms.

**Survival Difficulty: Class 2e - Environmental**
**》Unsafe**
**》Secure**
**》Low Non-Entity Hazards**

## Description

**Level 20** is a gigantic, almost empty desert with no end in sight. In the level one can find an endless railway track. Along the track there are objects such as crates with empty bottles and paper, abanoned railway stations, wells filled with sand or dried logs. The focal point of the level is the so-called Demo Point, which is a big rock next to the track. The further you move away from the point, the more you will feel the effects of the heat. You will sweat profusely, your mouth will be filled with the need to drink, and your sanity will also decrease. In the level there are mirages and other strange illusions, but there is no entities, weather changes, wind nor day-night cycle. Sometimes one can find a western style town or a abanoned village. There are multiple food sources in the level.

## Entities

There are no known entities in **Level 20**.

## Bases, Communities and Outposts

### B.N.T.G Bases

* There are 3 main bases and a few smaller outposts
* Around 200 people in total
* They focus on gathering food and exporting it to Level 18

### The Backrooms Criminals

* Many criminals escape to **Level 20** when exposed
* Most of them live in the western towns
* It is estimated that there are few thousands of them

### Midwives of the Desert

* A semi-legendary group
* They allegedly live 15,000 kilometers from the Demo Point
* There is no more information about them

## Entrances and Exits

### Entrances

There are currently four known ways of entering **Level 20**:

* If you die in quicksand in any level, you have a 20% chance of getting here
* There are many entrances to **Level 20** in Level 18
* Some doors in Level 32 may also lead there
* Level 33 can randomly transform into **Level 20**

### Exits

One can easily leave **Level 20** by finding an entrance to Level 18. Alternatively, you can jump into a well and find yourself in Level 31

## Entry Information

**Authors:** Marecki, Łacin

**Editors:** Applestripe
Devil Fruits

## What Are Devil Fruits?

Devil fruits are fruits that grant the entity eating it mysterious powers and abilities, they are based off of "One Piece's" devil fruits by Eiichiro Oda. The powers range from flying close to the speed of light, stretching your body into different orientations beyond regular human limitations, or even creating ice out of thin air!

## How To Obtain And Get Rid Of Them?

So far in the game the only way to get devil fruits is by waiting in either a public or private server for 5-8 hours or getting one from an exotic chest, likewise, the only way to remove one is by a Roka-Roka fruit which spawns every 3 hours in either a public or private server.

## What's So Special About Devil Fruits?

Devil Fruits can grant big advantages over NPC's or even players, Logias for example make it so you need Haki or another devil fruit to hurt/affect them in any way. Also, you can have both a fighting style and a devil fruit equipped in tandem so you can use both at the same time. Another example is Suke, Suke can make you invisible while using Black Leg or even Rokushiki which can be absolutely devastating in either PVP or PVE.

## The Different Types Of Devil Fruits

### Paramecias

Paramecia-Type devil fruits are fruits that allow the user to manipulate objects/areas around them, create something that directly linked to them and nobody else, or orchestrate their body to either change in different forms or orientations.

#### Fruits That Are Paramecia

* Suke-Suke No Mi
* Guru-Guru No Mi
* Bara-Bara No Mi
* Zushi-Zushi No Mi
* Hito-Hito No Mi

#### What Can Affect Paramecias?

All fruits and most weapons can affect Paramecias, Busoshoku Haki does not need to be used to hurt paramecias. For example, Bari-Bari No Mi is a paramecia but is unaffected by swords, but even though swords doesn't affect it, it can still be hurt by normal punches or even guns.

### Logias

Logia-Type Devil fruits are fruits that make the user immune to physical attacks unless backed with Busoshoku Haki, they normally take after the 2nd state of matter and most of the time resemble natural elements but there are exceptions.

#### Fruits That Are Logias

* Magu-Magu No Mi
* Mera-Mera No Mi
* Pika-Pika No Mi
The Basement

**The Basement** is a room in Level 2138.

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities**

## Description

**The Basement** is, true to its name, a small basement with metal walls. The room is mostly empty. There are crates, chairs and tables in it. The crates contain mainly jams, which are eatable. There are also two locked doors. The green one can be opened with a key, which can be found in one of the crates. The key appears and disappears every time when someone enters or exits the room. It is currently unknown how to open the red door, but some speculate, that this is the same one, which is at the very bottom of Level 2138.1. However, it is unconfirmed.

## Entities

There are no known entities in **The Basement**.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **The Basement**.

## Entrances and Exits

One can both enter and exit **The Basement** by the elevator of Level 2138.2. It is also possible to exit it by opening the green door and going down the ladder which is behind it. It will lead to Level 2138.5.

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Garou

# $525

Appearance:

`The user has a special idle.`

Title:

# Moveset: Hero Hunter

* *LMB* - Combo - `The user strikes the target with multiple hits from their fists, deals Decent DMG in total.` Blockable - Combo Extender
* *E* - Fist of Fangs - `The user first strikes the target, if this connects the user will rush them with a ton of hits, doing all of this while dashing forward with the target, the user then finishes it off, sending the target away, deals Great DMG in total.` Guard Breaks - Combo Ender
* *R* - Ephemeral Fist - `The user strikes the target with their fist, deals Decent DMG.` Guard Breaks - Combo Ender
* *E* + *R* - Ephemeral Fang - `The user teleports towards the victim of the Fist of Fangs, the user then strikes them with their fist, sending them away and dealing Decent DMG.` Guard Breaks - Combo Ender
* *T* - Palm Strike - `The user strikes the target with their palm dealing Decent DMG.` Blockable - Combo Extender
* *G* + *T* - Flowing Palm - `The user teleports towards the victim of their Flowing Stream, then strikes them with their palm, deals Decent DMG.` Blockable - Combo Starter/Extender
* *G* - Flowing Stream - `The user dashes forward, rushing anyone in the way of the user, deals Decent DMG in total.` Blockable - Combo Ender
* *H* - Adaptability - `The user adapts to the target's fighting style, this increases the user's regen amount, and also heavily buffs Strength while lowering Energy and Defense.`

Stats

`Strength` - *87.2%*

`Defense` - *91.4%*

`Stamina` - *87%*

Adaptability Stats

`Strength` - *108.51%*

`Defense` - *79.33%*

`Stamina` - *68.89%*

Trivia

+`Garou shares the same walking animation with Trunks`

+`Garou had a different set of animations before it was entirely remade by another animator for certain development reasons.`

+`One of the few characters who has multiple teleport/confirm moves in its kit.`
Level 2138.3

**Level 2138.3** is a sub-level between Level 2138 and Level 2139, but closer to Level 2138.

**Survival Difficulty: Class 5**
**》Unsafe**
**》Unsecure**
**》Entity Infestation**

## Description

**Level 2138.3** is a forest surrounding Level 2138. Unlike its home level, **Level 2138.3** is dangerous both during the day and the night. The forest extends endlessly and in all directions. Most trees are infinitely high, thus seeing their upper branches borders with a miracle. After going 5 kilometers deep into the forest snow starts to appear on the ground. 10 kilometers deep it is already a snowstorm. The amount of snow on the ground increases faster and faster with every next kilometer. Sometimes structures with names given them by The Forestry - "Yellow House", "Mansion" and "Military Base" - appear randomly in the forest. They are actually entrances to other levels.

## Entities

One can find almost every not individual entity in **Level 2138.3**.

## Bases, Communities and Outposts

### The Forestry

* A base which belongs to the M.E.G.
* Around 20 inhabitants
* They explore the forest looking for new exits to other levels. They even organised a few expeditions to find the end of the forest in the past, but none of them was succesful.

## Entrances and Exits

### Entrances

To enter **Level 2138.3**, go to the edge of Level 2138 and walk into the forest.

### Exits

There are currently six known ways of exiting **Level 2138.3**:

* Returning to the edge of the forest will lead back to Level 2138
* Entering a "Yellow House" will lead to Level 0
* Entering a "Mansion" will lead to Level 13
* Entering a "Military Base" will lead to Level 2140
* Staying in a rabbit hole for 3 minutes will send one to Level 6
* If you find a big field and walk into it, you will find yourself in Level 10

## Entry Information

**Author:** Applestripe

**Editors:** -
Level 18

**Level 18** is the 19th level of The Backrooms.

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**

## Description

**Level 18** is a gigantic, empty steppe. There is not any food or hydration source on the level, which often leads unprepared wanderers to die. The level's area totals almost 3 millions km2. The day is 22 hours long, and the night is 2. Approximately every 2 months little rainfall occurs. There are a few places on the level, where the rainfall occurs a bit more often. They are characterized by more grass.

## Entities

During the day, **Level 18** is absolutely devoid of entities. After dark, one can seldom find Hounds or Male Deathmots. The greatest number of entities appears during the rain.

## Bases, Communities and Outposts

The biggest "Green Area" in the level, also known as Level 18.5, has been completely annexed by the M.E.G. There are also a few smaller outposts powered by the biggest one, and also a huge warehouse belonging to the B.N.T.G., which distributes the supplies imported from Level 20 to the rest of **Level 18**. All outposts are connected to each other by a road sytem.

## Entrances and Exits

### Entrances

There are currently three known ways of entering **Level 18**:

* Enter the truck of Level 16 of your own free will, and you will find yourself there
* Exiting Level 18.5 is a way to come back to **Level 18**
* There are also many entrances to **Level 18** in Level 20

### Exits

There are currently three known ways of exiting **Level 18**:

* The end of the level is an exit to The Void
* One can "exit" Level 18 by entering the Central Base also known as Level 18.5
* In some parts of the level there are entrances to Level 20

## Entry Information

**Author:** Applestripe

**Editors:** Łacin
Level ...

**NOTE FROM THE M.E.G.:** This entry has been sabotaged by an unknown perpetrator. Investigation in progress.

**Level ...** is an enigmatic level of The Backrooms.

   **Survival Difficulty: Class Salvation****》Safe and Secure****》Devoid of Entities****》Your Ultimate Goal**

## Description

**Level ...** is ~~a set of rooms finished in the style of the 80's~~ *your destination*. Walls are ~~usually yellow, orange, light blue or green~~ *as they should be*. In some places, there are balloons*, which are a symbol of salvation*. Doors are ~~usually~~ *always* open*. We wait for you*~~, although sometimes one can find also closed ones~~. The floor is made of ~~artificial~~ wood. The level ~~works on the principles of the Level 0 Effect, so it~~ is ~~non-linear~~ *the resting place. It is fully safe. It is pure peace. It is a reward. It is the promised land*.

## Entities

~~**Level ...** is one of the most dangerous levels, though it certainly cannot be classified as a deadzone. Entities of any kind can be found here at every step.~~ *Entities? Here? This is the end. The only true and good ending. Entities have no place there.* Moreover, there is an ~~individual entity known as "Titan". It is ████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████~~ *invincible guardian protecting the saved ones from anything that might threaten them.*

## Bases, Communities and Outposts

~~There are no known bases, communities or outposts~~ in **Level ...** *live those who have reached the end.* *Join us. This is your destiny*.

## Entrances and Exits

### Entrances

~~To enter **Level ...**,████████████████████████████████████████████████████~~ *You will get to it on your own soon.*

### Exits

~~To leave **Level ...**,████████████████████████████████████████████████████████████████████████~~ *who cares?*

## Entry Information

**Author:** ~~Applestripe~~ S4V10R

**Editors:** -
Level 18.5

**Level 18.5** is a sub-level between Level 18 and Level 19.

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**

## Description

**Level 18.5** also known as Central Base or Green Area G1 is the biggest "Green Area" in Level 18. This area is entirely occupied by the M.E.G. It is a kind of a central of the level. All decisions about it are made here, and most of its population - 90 000 people - lives there. However, the level is big enough that the population density is very low. Most of the buildings are quite primitive, although sometimes there are even concrete blocks. The base is connected to other bases in the level by a railway network belonging to the BNR. The main railroad tracks are:

* T1, leading to the Base SE1
* T2, leading to the Base B1 and the Base B2
* T3, leading to the Base NW1 and the Base SW
* T4, leading to the Base NE1

The most important part of **Level 18.5** is the Southern Block. It is a complex of buildings fulfilling the most important functions of the kind of a state, which developed from Level 18.

## Entities

In **Level 18.5** as in Level 18 one can find entities only during the rain. They happen a bit more often there, but there are still few entities.

## Entrances and Exits

**Level 18.5** is physically connected to Level 18. The level is also easily accesed from Level 20, as it has a few transitions connected with it.

## Entry Information

**Author:** Applestripe

**Editors:** Łacin
Level 2138.1

**Level 2138.1** is a sub-level between Level 2138 and Level 2139, but closer to Level 2138.

**Survival Difficulty: Class Variable**
**》Varying Safety**
**》Heavily Unstable**
**》Diverse Entity Count**

## Description

**Level 2138.1** is located in the block of flats 29 in Level 2138. It looks similar to the other blocks in this level outside, but it turns out that it has infinite amount of floors inside. The walls are yellow-white, and the flooring is gray. The block also posseses small windows. On some floors there is a gas box. Almost all flats are locked.

The sub-level becomes more dangerous with every floor. The M.E.G. divided it into six sectors:

### Sector I (Floors 0-50)

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**
### Sector II (Floors 51-150)

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**
### Sector III (Floors 151-300)

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**
### Sector IV (Floors 301-350)

**Survival Difficulty: Class 4**
**》Unsafe**
**》Unsecure**
**》High Entity Count**
### Sector V (Floors 351-450)

**Survival Difficulty: Class 5**
**》Unsafe**
**》Unsecure**
**》Entity Infestation**
### Sector VI (Floors 451-567)

**Survival Difficulty: Class 6**
**》Unsafe**
**》Unsecure**
**》Unbelievable Entity Count**
### Sector VII (Hypothetical, 567+)

**Survival Difficulty: Class Undetermined**
**》Mysterious Properties**
**》Unknown Information**
**》Undocumented Entities**

## Bases, Communities and Outposts

### M.E.G. Bases

The M.E.G. estabilished bases in the first three sectors:

#### Floor 4 Base

* Around 15 inhabitants
* The main place to prepare for further expeditions

#### Floor 78 Base

* Around 25 inhabitants
* The M.E.G.'s main base on this sub-level

#### Floor 200 Base

* Around 10 inhabitants
* A place to stop and rest before more dangerous travels

### The Slaves of the Truth

* Around 30 people
* Their base is located on the floor 222
* Hostile
* They say that they found the Sector VII and an entrance to The Frontrooms

## Entrances and Exits

### Entrances

There are currently three known ways of entering **Level 2138.1**:

* Finding the block 29 in Level 2138
* Leaving the elevator of **Level 2138.2** at any floor. One has a 20% chance of entering random level of The Backrooms and an 80% chance of entering this level or The Basement.
* Entering the door at the end of the corridor of Level 2138.5

### Exits

There are currently three known ways of exiting **Level 2138.1**:

* Exiting the building by the door on floor 0 will lead back to Level 2138
* Opening a gas box on any floor may transport one to Level 3
* Entering the only unlocked flat, which is located on the floor 240 is a way to enter Level 2139

## Entry Information

**Author:** Applestripe

**Editors:** -
Level 15

**Level 15** is the 16th level of The Backrooms.

**Survival Difficulty: Class Variable**
**》Varying Safety**
**》Heavily Unstable**
**》Diverse Entity Count**

## Description

**Level 15** takes the appearance of a big, mostly empty grocery store. There are refrigerators with food, but it is not suitable for eating. However, it is possible to find a Lucky o' Milk. The level works on the principles of the Level 0 Effect, so it does not allow a wanderer to meet a second one. A wanderer can also hear the characteristic for Level 0 buzz of fluorescent lamps, but there are not present. The floor is made of white plates. At the beginning, the level is immaculately clear. There are not any entities. The longer you stay in the level, the dirtier and more infested with entities it gets. This is how the Survival Difficulty changes when you are in the level:

* Minutes 0-15 - Class 0
* Minutes 16-30 - Class 1
* Minutes 31-60 - Class 2
* Minutes 61-120 - Class 3
* Minutes 121-240 - Class 4
* Minutes 241-300 - Class 5
* Minutes 301-480 - Class 6
* Minutes 481+ - Class Deadzone

No one survived more than 8 hours, 13 minutes and 23 seconds in this level.

## Entities

The longer you are in **Level 15**, the more dangerous and more uncommon entities spawn. A small group of people who survived 8 hours on this level says that they saw undocumented entities.

## Bases, Communities and Outposts

Estabilishing a base, a community or an outpost in **Level 15** is impossible because of the quick decreasing of the safety and impossibility of two wanderers meeting each other.

## Entrances and Exits

### Entrances

When you enter any grocery store in Level 11, you have a 3% chance of entering **Level 15**.

### Exits

There are currently two known ways of exiting **Level 15**:

* Noclipping trough the wall is a way to access Level 16
* Drink a carton of milk from the refrigerator to enter Level 756

## Entry Information

**Author:** Applestripe

**Editors:** -
Level 307

**Level 307** is the 308th level of The Backrooms.

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**

## Description

**Level 307** is a huge gravel desert with rarely occuring craters and hills. It is estimated that the level can have even 900 000 000 km2. There is a day and night cycle. There is also an enigmatic door in the middle of the desert, surrounded by devastated radars. The door is a relic of the Vassal Project. Thanks to this door more than 2 people entered Level !. There is also a giant area surrounded by a wire under voltage, where works on duplicating the level were going on.

## Entities

From 2003 to 2007 all entities in a distance of 250 km where a barbed wire, which used to be under voltage is located, from the center of **Level 307** were killed. Behind the wire one can find Hounds, Skin Stealers, Death Rats and Smilers during the night.

## Bases, Communities and Outposts

From 2003 to 2014 big amount of M.E.G. units stationed in **Level 307**. In 2004 the level was closed - M.E.G. guardians blocked all entrances. The infrastructure in the level is probably the most extensive one in entire The Backrooms. As part of the Vassal Project and the Comodus Project narrow gauge railway with 15 train stations, nuclear power station, 3 forts, 5 research centers and 20 colonies were built. Everything was supplied with water and electricity.

## Entrances and Exits

### Entrances

Many entrances to **Level 307** were destroyed or blocked and remain so to this day. These are entrances that are still working:

* Noclipping in a flower garden in Level 900
* Finding a hatch signed "M.E.G. Comodus 307 Zone" near the abanoned M.E.G. base in Level 2141

### Exits

There are currently two known ways of exiting **Level 307**:

* Noclipping will transport you to any level
* Hatches in the level may lead you to Level 1, Level 11, Level 74, Level 212, Level 691 or Level 1871

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Level 291PZ

(NOTE: I am currently working on this level so it isn’t finished)

# Safety 5/5

### **Description:**

Level 291PZ is strange. It takes the appearance of Level 37 but a dog like entity lives here. They are called “False Dogs”. Many wanders who encounter them say that they don’t have tails. This has been confirmed to be true.

### **Strange Properties:**

-Rooms sometimes appear upside down

-Entity Infestation

-Some rooms are sealed off with yellow police tape that reads, “Under Investigation”

-A strange and irresistible calming effect. Source is unknown but many believe it comes from the water
Level List

## The Main Thirteen

Level 0 - "The Lobby"

Level 1 - "Habitable Zone"

Level 2 - "Pipe Dreams"

Level 3 - "Electrical Station"

Level 4 - "Abandoned Office"

Level 5 - "Terror Hotel"

Level 6 - ''Lights Out''

Level 7 - ''Thalassophobia''

Level 8 - [NO DATA]

Level 9 - [NO DATA]

Level 10 - [NO DATA]

Level 11 - [NO DATA]

Level 12 - [NO DATA]

## Cluster I (Levels 13-999)

### Levels 13-99

Level 13 - [NO DATA]

Level 14 - "Choose Wisely"

Level 15 - "Happy Shoping!"

Level 16 - "One-Way Trip"

Level 17 - [REDACTED]

Level 18 - "Almost Nothing"

Level 19 - "Pool Dreams"

Level 20 - "A Big Rock and its Desert"

Level 26 - "Memories...?"

Level 30 - [NO DATA]

Level 40 - [NO DATA]

Level 41 - "Death Swamp"

Level 50 - [NO DATA]

Level 60 - [NO DATA]

Level 70 - [NO DATA]

Level 80 - [NO DATA]

Level 90 - [NO DATA]

### Levels 300-399

Level 300 - [NO DATA]

Level 307 - "Experimental Area B2"

## Cluster III (Levels 2000 - 2999)

### Levels 2100-2199

Level 2136 - "Infinite Train"

Level 2137 - "Templum Terroris"

Level 2138 - "After-effects"

Level 2139 - "The Carpet's Smell"

Level 2140 - "Black and Green"

L

## Other levels

* Negative Level List
* Enigmatic level list
* Sub-Level List
* Room List