recursal/Fanatic-Fandom huggingface dataset:
Warning Kites

## Entity 22: Warning Kites

Entity Number: 22

Habitat: Every Outdoor Level

### Description:

Entity 22, also known as Warning Kites, refers to a group of kites of childish design. Each kite varies in size and design. Without a cause, Entity 22 cannot be spotted or manifested. When danger is near a Wanderer, Entity 22 will then warn the Wanderer of the oncoming danger. These entities can be found on any outdoor level and are directly proportional to the danger level of the wanderers surroundings.

### Behavior:

When danger is more than an acre of a Wanderer, Entity 22 will manifest in hordes of indeterminate amounts. They then can be seen flying in the opposite direction of the danger. This is their way of telling the Wanderer which direction the danger is in. When directly overhead of a Wanderer, childish laughter and cheering can be heard. The louder the sounds produced from Entity 22 are, the closer the danger is.

Entity 22 is completely neutral towards humans and will make no attempt at harming an individual. However, when warning a Wanderer, they will also not make any attempt to stop the danger other than only warning the aforementioned individual.

Depending on the quantity of the danger, the quantity of Entity 22 will increase. The opposite goes for the fewer amounts of danger. This goes towars hostile entities.

When out of range (which is -60 meters from a Wanderer), Entity 22 will explode, releasing confetti from its interior and producing a sound similar to children cheering.

### Biology:

Entity 22 is constructed of a metal mesh outline and nylon fabric. There are strings attached to the bottoms of the kites that lead to an unknown location. During thorough tests, it has been concluded that these kites have some form of nerve endings capable of receiving pain and touch. Otherwise, all characteristics of Entity 22 are the same as a typical kite.

### Do's and Don'ts:

#### Do:

* Look up when you feel endangered.
* Listen for cheering.
* Follow Entity 22.
* Acknowledge the quantity and loudness of Entity 22.

#### Don't:

* Ignore Entity 22.
* Take down Entity 22.
* Run the opposite direction of Entity 22.
Jerry's Room

### Description:

**Jerry's Room** is a large room similar in appearance to a lounge, with enough space to fit almost 200 people. Several large paintings depicting Jerry are hung up on several walls of the room. They are said to be made by The Artist. A section of the room has a larger painting of Jerry on the back wall, with a simple wooden bird perch in front of it. This is where Jerry will sit while his followers kneel before him and praise him, as well as where he sleeps.

### Colonies and Outposts:

#### The Followers of Jerry:

This room is the base of operations for the faction known as the Followers of Jerry, who use this base to worship Jerry, plan attacks, and spread pro-Jerry propoganda. While they are not hostile, they will attempt to indoctrinate you into becoming a follower. You can avoid this by pretending you already worship jerry, but its safest to just run away.

#### Father BlueBird:

According to a M.E.G. spy who has infiltrated Jerry's Room, a man named "Father Bluebird" seems to be the commander of the F.O.J. He keeps himself in extreme secrecy, and can only be identified by his blue robes which always keep his face covered. The followers regard him as both a military and spiritual leader, and typically refuse to talk about him.

### Entrances and Exits:

Even though Jerry's Room is technically easy to enter (You can just walk straight into a door in Level 2), it is highly dangerous. The Followers will indoctrinate or kill anyone who attempts to enter that isn't a member of the F.O.J. Also, Jerry is often in this room, which could attempt to assimilate you. Exiting this room is as simple as walking out the door, but at that point you are already a dedicated Jerry Follower.
Entity Meat

## Object 34: Entity Meat

### Description:

**Entity meat** is a dish made from twelve ingredients, including: Hounds, Almond Water, Skin-Stealers, Deathmoths, Facelings, Almond Cake, and Liquid Pain. It is unclear whether the M.E.G. knows if consuming **Entity Meat** is deadly.

### Usage:

**Entity Meat** should only be consumed when there are no other food options available.

### Locations:

**Entity Meat** is a dish and can potentially be found anywhere in the Backrooms, so its location is undetermined.
Hound

## Entity 8: Hound

Entity Number: 8

Habitat: Majority

### Description:

The name "Hound" comes from the dog-like nature of these entities, crawling on all fours and mauling anyone that provokes them. Hounds are humanoids with strnage biology, with arms and legs that are built for travel on all fours. They are highly aggresive, and are made aggresive when they see someone in an aggresive state, but can be intimidated by direct eye contact.

### Behaviors:

Hounds become hostile the moment they see a human. However, they become intimidated when you give direct eye contact and stare them down. This won't work for long however, but it should be enough time to get your bearings and make a run for it. However, if you hear a growling noise, its safest to stay out of sight of a Hound.

### Biology:

A hound appears to be a human with long black hair growing on the head. They have sharp claws, and an extremely large mouth with sharp teeth. However, this is often unssen due to the amount of hair. As mentioned, they walk on all fours, and have a lot of power when they attack a target, despite appearing sickly skinny. Hounds hatch from eggs that originate from The Hive.

### Do's and Don'ts:

#### Do:

* Keep direct eye contact with Hounds if one is approaching you
* Stay out of sight if you hear growling

#### Don't:

* Run away from Hounds the second you see one
* Attempt to tame them
Level 35

## Level 35: "An Abandoned Parking Garage"

### Description:

Level 35 is a dimly lit, albeit midly colorful, concrete parking complex (typically and mostly) devoid of vehicles.

The level is surrounded by a dark abyss which should be avoided. It is a massive parking garage with typical warm lights, as well as colored green and blue lights in some areas which shine somewhat dimly. However, some areas of Level 35 consist of the typical white lights one may find in a parking garage. This complex has six floors, including a roof. Strangely enough, this level is not infinite, and there are walls along the perimeter the size of a typical car park. Rarely, a car can be spotted. Entering these vehicles results in varying effects.

Exits are common on this level, however, they should be avoided at all costs. Upon approaching one, the complex fills with cars. If this does happen, the best course of action is to either proceed through the exit, or to escape to the next level by climbing onto one of the cars and running as fast as possible across the cars to a staircase. Passing in front or behind one of the vehicles results in it quickly accelerating. That car will continue to hit and run over until death.

**Effects upon entering vehicles:**

* **Black 2015 Ford Fusion:** No effect.
* **Ambulance:** Sirens blare, and one is transported to Level 14 upon exit.
* **Hearse:** Instant death.
* **Chevrolet Caprice 1973 Classic:** Loud engine noises and obnoxious music blares until exit of vehicle.
* **School Bus:** Childrens' laughter can be heard in here. It is recommended that these are avoided, as Smilers tend to lurk in these.
* **Ice Cream Truck:** Effect unknown. Safest to avoid.
* **White 2018 Jeep Cherokee:** Air conditioning will turn on randomly, and random temperatures blast through. These temperatures change on a whim with no control.

### Entrances and Exits:

#### Entrances:

Level 35 can be accessed by breaking through a weak brick wall in Level 34. This task is particularly difficult.

#### Exits:

One may leave the Ambulance to Level 14, or just exit through one of the many exists. This is not recommended, however, because the location in which the exits lead are not well documented, and they may lead to particularly dire situations.
Red Rooms

### Description:

The Red Rooms bear great similarity to their parent level, although some key differences set them apart. The area is shrouded in a deep red hue, from th crimson wallpaper to the darkroom-like lighting, The carpet is coarse and sticky, contrasting with the slick moist carpet of Level 0, and harboring colonies of mushrooms and black mold in dark corners.

Radio communication in the area is as unreliable as in Level 0, and the longer a subject stays within, the poorer the quality of communication will become before halting entirely. The M.E.G. have documented three instances of field agents falling victim to the Red Rooms, none of whom were seen again after their radio communications deteriorated. This evidence suggests the rooms are extremely difficult or impossible to escape.

During these short-lived M.E.G. communications, the area has been described as viscerally uncomfortable and generally distressing to exist inside of. Affected individuals report feelings of disgust, despair, and paranoia, as well as feelings of claustrophobia. These strong emotions compound the stress which often comes with the sudden break from Level 0's monotony.

**These rooms are not to be approached or entered.** If spotted, turn the other way and do not attempt to enter them under any circumstances.

### Colonies and Outposts:

No colonies nor outposts are known to exist within the **Red Rooms**.

### Entrances and Exits:

#### Entrances:

The **Red Rooms** may only be entered through Level 0, completely at random, after turning a corner. No method of ascertaining wherein the level they will appear has yet been found.

#### Exits:

After one has entered the Red Rooms, there is presumably no chance of exit.
Spectral Cannons

### Description:

Object 47, commonly known as Spectral Cannons, are a type of weapon developed by M.E.G. operative Captain Liu in assocation with an undisclosed Group.

Spectral Cannons function nearly identical to typical firearms, although admittedly a little worse. Their ammunition is prone to sudden teleportation, being transported to The Blue Channel far away from any target.

Captain Liu is currently working on a solution to hopefully anchor the projectiles to reality.

The projectile used have a 7.9mm diameter, and taper to a sharp point. Their shape allows them to fly at 610 m/s, assuming gravity and air composition matches that of Level 11.

As bullets are hard to fabricate without the large factories, molds, and metal supplies humans have taken for granted in the Frontrooms, Liu has devised an alternative source. This gun is reloaded when it is plugged into a wall socket with a comically long mag.

### Location:

Spectral Cannons, as of now, can only be found in M.E.G. bases and in Office Space EL3A.
Level 4.1

## Level 4.1: "The Business Hotel"

### Description:

**Level 4.1** is a sublevel between Level 4 and Level 5, Except that there's no reality distortion, like Level 1.5, which is very strange.

This level was discovered not too long ago by a 13-year-old boy when he was exploring Level 4. When he noticed one of the walls was very weak, he broke the wall to find out about this level. He went inside, and he hasn't come back. It is unknown where he went. There are only two known photos of this level, both taken in the same maze-like areas.

**Level 4.1** is split into two areas: a maze-like area and another empty building area.

People have stated that the walls are a much darker colour somewhat like mahogany and the floors are a dark velvet carpet while being slightly stained. The majority of this level is built like a maze. The only entity type here is Male Deathmoths, so it is a perfectly safe level. Also, the Deathmoths seem to be extra friendly here, so you can tame them very easily. However, the rooms in the building area are not safe at all.

When you escape the maze, it opens up to an empty building area with no known signs of life at all, except for the Male Deathmoths that happen to fly out of the maze. The building is very dirty and can cause damage to the lungs due to high dust concentration.

there is another entity believed to be in this level, referred to as "the tooth fairy". Within the building section and possibly the maze section, many bodies have been found with incisions on the face, specifically the nose, eyes, and mouth. The bodies are also missing all of their teeth. It is believed this process is not what kills the victim. It is unknown what the tooth fairy is or why it attacks, however it seems to attack all who enter the level at some point.

### Colonies and Outposts:

No known communities reside in the maze or the building area. Though people have reported that they can hear the faint murmurs of multiple people, but nothing was there. It could likely be a psychological effect.

### Entrances and Exits:

The only way to enter this Level is to break a wall in Level 4, it doesn't matter how. It will open up a hallway, and you can go in that way. You can also exit by no-clipping the hallway after having walked down the hallway for roughly 15 minutes.
Level 188

## Level 188: "The Courtyard Of Windows"

### Description:

**Level 188** takes the form of a large building with a pentagon shaped courtyard in the center. There are about 90-200 windows that appear on the walls at any given time, though most of them are in an "inactive" state. The window blinds will cover the inside of the window, while active windows will have some sort of light source and an entity inside.

The large walls that line the courtyard of **Level 188** do not contain any rooms, as if there were no windows present the walls would be barren with no entry or exit point. It is impossible to determine if the walls are infinitely thick, or have some sort of space behind them. The sky appears to go up into an infinite darkness, although one person claimed to have seen Level 24 from the courtyard.

What many assume to be grass on the floor is actually a type of moss that grows through the concrete floor. There is also a set of pipes on the side of one of the walls. The liquid that emanates from these pipes is not safe to drink. It is theorized that the large wooden circle in the center of **Level 188** is a trap door that leads to another level, but this has not been tested.

Some windows on **Level 188** can lead to other levels, the exact level depends on the color of the window. A list of what colors lead to what levels are listed below.

* Yellow windows lead to Level 0.
* Dark Gray windows lead to Level 1.
* Tan windows lead to Level 3.
* Gray windows lead to Level 4.
* Maroon windows lead to Level 5.
* Blue windows lead to either Level 7 or Level 207
* Black windows with a light shining in the middle lead to Level 9.
* White windows with static lead to Level 12.
* Dark Green windows lead to Level 13.
* A window depicting a beach in a state of sunset will lead to Level 48.
* Checkered windows lead to Level 99.
* Purple windows with confetti on them lead to Level 338.
* Purple windows lead to Level 389.
* RBG windows with confetti on and falling from the window lead to Level Fun =).
* White windows lead to The Whiteout.
* Black windows with a hint of orange lead to The Blackout.
* Orange windows lead to The Hub, however, they're only accessible if the wanderer has at least two Level Keys.
* Black windows lead to The Void.
* Red windows lead to Level !.
* Red windows with a hint of blue lead to Level !-!.

### Colonies and Outposts:

There are no known colonies nor outposts on this level.

### Entrances and Exits:

#### Entrances:

The only known way to access **Level 188** is to enter a window that has appeared in The Hub. However, this is extremely dangerous, as most contain an unknown figure that can attack unpredictably. There is a small chance that entering a window in The Hub will lead directly to a window in **Level 188**.
Level 117

## Level 117: "Math Class"

### Description:

**Level 117** consists of a seemingly infinte number of rooms. These rooms are connected directly through doorways and resemble school classrooms. The rooms are very similar in design with slight variations, often featuring chalkboards, desks, and cabinets. Ocassionally school supplies such as pencils and binders can be found around the level. The level is lit by lighting fixtures in the ceiling, some of which are burnt out.

**Level 117** has an 18 hour day-night cycle with 7 hours dedicated to day time and 11 dedicated to night time. During the night time all of the lighting fixtures will switch off and **Janitors** will begin to roam the halls. Smilers can occasionally be seen in the darker corners of **Level 117**, but are rarely seen at night. Some reports say that this is because they are afraid of the **Janitors**, but this is not confirmed.

### Entities:

Aside from Smilers, there are 2 main entities that can be found in **Level 117**: The **Janitors** and an entity who calls himself **Mr. Freeman**.

#### Mr. Freeman:

**Mr. Freeman** can occasionally be seen during the daytime "teaching" in empty classrooms. This usually consists of the entity giving lectures about topics found in High-School level Algebra and Geometry classes to the empty classroom. Some say there is more than one identical **Mr. Freeman**. These reports are unconfirmed. **Mr. Freeman** is friendly to Wanderers, may invite them to listen to his lectures if he sees them.

#### Janitors:

**Janitors** are the most common entity found in **Level 117**. They appear as shadowy figures wearing navy blue uniforms and carrying flashlights. **Janitors** also often carry around large brooms and trash cans and will sweep the floors of the classrooms. They will not react to wanderers unless the wanderers get very close. When a wanderer gets close to a **Janitor**, the **Janitor** will quickly engulf that person in shadow. Afterwards the **Janitor** will return to cleaning duties with the person no longer there. It is unknown what happens to people engulfed by Janitors, but there have been several unconfirmed reports of these people reappearing in Level 52. Because of the **Janitors**, it is inadvisable to visit **Level 117** during the night time.

### Colonies and Outposts:

There are no known coloniesnor outposts in **Level 117**. This is likely due to the danger that **Janitors** pose during the night time.

### Entrances and Exits:

#### Entrances:

Entering **Level 117** is somewhat hard, but it can be done by entering through Level 18 or by going towards certain hallways in Level 52. However, the Level 18 method is not reliable.

#### Exits:

Some rooms in **Level 117** contain cupboards labeled "calculators". When entered, they lead to Level 4. There are also reports of noclipping through the walls to reach Level 190, but this is not yet confirmed. Red doors can also be found rarely throughout the level. When entered, these lead to Level 74.
Level 229

## Level 229: "Fuck Around And Find Out: The Level"

### Description:

**Level 229** is an expansive military base of U.S. origin, military buildings seen in a military base are present such as bunkers and storage facilities. The level's atmosphere is grey and dark, but it has a normal day-night cycle. Between buildings, there is grass, which was been identified as *Bouteloua dactyloides,* there are also trees that have been identified as *Quercus alba*.

However, the entity inhabitants of the level have started to add to the level, building roads and walls and bases to deter wanderers from getting supplies, with some accounts saying that there were turrets too, although this is heavily debated. With total control of the level, entities often do patrols in the level, trying to neutralize any wanderer in their way.

Despite this, **Level 229** has vast amounts of supplies; there are weapons, notably military-grade guns and vast amounts of other gear such as almond water, flashlights, ballistic vests, etc. this makes **Level 229** a high-risk, high-reward level.

In **Level 229**, almost all buildings are non-Euclidian, as an example, a training facility was about 10 feet high, however, when inside the building the roof was about 30 feet high, this is also the same for the length and width. **Level 229** also has a 10.107 gravity level, however, there are also parts of the level that have no gravity at all, though they are very rare.

The only type of entity on this level are Facelings, what makes the Facelings here even more dangerous than the Facelings on other levels where they are hostile is the fact that they work in teams of 5-15 making escape hard, and them being cunning and using squad tactics will not help you at all, if you encounter them, evacuate as soon as possible.

Due to the nature of this level, it is recommended that you try to leave this level immediately, however, if you are planning to grab supplies it is recommended you come equipped with a weapon and proper gear, and a decent no clipping ability to get to Level 11.

### Colonies and Outposts:

Due to the nature of this level, any colonies and outposts have been declared near impossible to sustain for long periods, however here we will go over the history of colonies and outposts that have existed.

#### M.E.G. Outpost Hard Gamma:

Hard Gamma was a M.E.G. outpost that had 18 members, it was set up for research purposes and was abandoned after 53 hours, it was able to gather a large amount of information about the level before abandoning The outpost.

### Entrances and Exits:

#### Entrances:

* No clipping into an outlet in Level 0 and Level 1 might bring you here.
* Finding a military base on the horizon of Level 205 might also bring you here.

#### Exits:

* Tinkering around with any of supplies while simultaneously avoiding the Facelings will make you pass out and eventually wake up in either Level 14, Level 16, or Level 354.
Almond Cake

## Object 24: Almond Cake

### Description:

**Almond Cake** is a food resource has the same nutritional values and properties as Almond Water, but they are noticeably stronger. The cake has a sweet taste of vanilla and almonds, and it comes in various sizes: small, large, and extra large.

**Almond Cake**, apart from being just a food item, is an excellent entity repellant; it repels most harmful entities in a nearby radius. If an entity eats a piece of the cake, it will become friendly toward Wanderers for a ranging period of time (approximately 72 hours); after that period, the entity will return to its original state.

The only way to obtain **Almond Cake** is by going to any party/play area level or supermarket level.

### Variants:

These types of cakes can be found commonly in the Backrooms:

* Chocolate Almond Cake
* Strawberry Almond Cake
* Lemon Almond Cake
* Vanilla Almond Cake
* Poisonous Almond Cake
* Salt Water Almond Cake
* Pain Almond Cake
* Poolstone Almond Cake
* Carpet Almond Cake
* Fungi Almond Cake
* Wallpaper Almond Cake
* Cocoa Almond Cake
* Cookie Almond Cake
* Cloud Fruit Almond Cake
* Oil Lamp Almond Cake
* Hound Meat Almond Cake
* Carpet Fluid Almond Cake
* Human Meat Almond Cake (this type of cake is made by Partygoers)
* Partygoer Almond Cake (this cake can turn you into a Partygoer, do not eat it)
* Orange Almond Cake
* Candy Buttons Almond Cake
* Cashew Cake
* Blueberry Cake
* Blackberry Cake
* Moth Jelly Cake
* Rose Water Cake
* Poppy Water Cake

### Almond Pie:

The **Almond Pie** is a food like the **Almond Cake**, it has the same properties like the **Almond Cake**, except is baked different and is very rare to find.

There are more variants of the **Almond Pie**, which of them are:

* Toffe Almond Pie
* Pumpkin Almond Pie
* Coffee Almond Pie
* Chocolate Almond Pie
Level 11.1

## Asset 11.1: "B.N.T.G. Controlled City"

Value: High

Priority: High

### Description:

Asset 11.1 is a large level controlled by the B.N.T.G. The level is a medium-sized city composed primarily of brick-built mills and cathedrals. It is located within Level 11, making it finite in size, although exact measurements have yet to be taken. Certain variations make it distinct from Level 11, such as its general layout and resources.

### Communities:

Other groups universaly recognize 11.1 as being apart of the B.N.T.G.'s territory, and as such, none can be found operating within the city. Exploration-based organizations such as the M.E.G. are allowed to enter the area under B.N.T.G. supervision, however this requires the payment of several fees depending on the length of their stay.

Settlements and outposts in Asset 11.1 are considered B.N.T.G. property, and are taxed accordingly at the end of each fiscal year. Prominent settlements have been listed below:

#### The Remnant:

Population: ~250

History: After the widespread collapse of The Followers of Jerry, many refugees fled Level 11 and entered Asset 11.1 in hopes of escaping prosecution from other groups. They eventually founded *The Remnant*, a small shanty-town near the edge of 11.1.

Though they were independent for quite some time, the B.N.T.G. eventually annexed the region and encouraged *The Remnant* populace to submit to their law. Since then, the community has flourished under the watchful gaze of the Nonaligned Trade Group. Continued religious worship of Jerry has been outlawed.

#### Endburg:

Population: ~600

History: The oldest known settlement within Asset 11.1, Endburg avoided the B.N.T.G.'s control for several years until a lucrative deal was struck with the towns council. Afterward, the region became apart of the overall B.N.T.G. territory, and their currency was gradually switched over to traditional B.N.T.G. credits. Prominent town leaders who opposed this transition were relocated to Level 11 to avoid further controversy.

### Calculated Value:

The potential for Asset 11.1 as a future "super-settlement" of trade and commerce is extremely high. A majority of the B.N.T.G.'s yearly budget is devoted to the growth and success of 11.1, with a large return to be expected within the next few decades. According to a census done last year, a *staggering* amount of Level 11 denizens are considering moving to 11.1 in the near future - a total of 0.53% of the entire Level 11 populace.

(Permission to upload this document was granted by the B.N.T.G.)
Traders Vault

### Description:

**Traders Vault**, originally known as the 'Storage Room', is a long hallway of sotrage rooms with garage doors on each room. Each room was filled with random objects and items. before the B.N.T.G. took it over for storing supplies. This room is now known as 'Traders Vault' created by the B.N.T.G. for storing supplies to give to the Wanderers of The Backrooms in need. Every door is labeled with the proper designation, Food, Weapons, etc. The strange properties is that random objects keep disappearing, and reappearing in random storage rooms, old and new. Even completely new items appear out of nowhere. The only item that never moved, nor was ever used, was an 'Ferrari 250 GT Series' from 1952, in a light blue color. It is unknown why this car never disappears like the other objects in the containers, nor why it's the only car found in this room. The car is stored in the 'Misc' Storage room, until further studies can be taken. Entities from Level 1 do in fact spawn here, but the rate is much lower then Level 1's normal entity spawn rate. Some Groups have sent numerous attacks on **Traders Vault** in the past in an act to steal the supplies, but that has never been successful.

### Colonies and Outposts:

#### B.N.T.G. 'Traders Vault' Crew:

* The crew consists of 40 people, including the leader 'The Keeper'.
* The Vault is heavily protected by security.
* The Crew usually finds and stores the objects they come across for further use.
* 'Traders Keep' Members are allowed to use these items for their own uses.

### Entrances and Exits:

#### Entrances:

To enter **Traders Vault**, you must go through the city until you will find two guards ext to a door with a window, have the guards allow your access to enter **Traders Vault**.

#### Exits:

To exit, just enter the doors on either sides of the hallway.
Level Ψ

### Description:

Level Ψ is a peculiar level, it is nothing more than an empty shopping center stuck in the 90s, the essence of this place makes one have non-existent memories of this place, apparently, this level has a life and consciousness of its own , the level adds false memories to the wanderers that explore the level, memories such as, having been here before, having visited this place after school, having worked here before, as well as the level generating entities that resemble people in the level , as well as entities similar to one's family and friends.

It seems that this level produces one's favorite music, for example "Toto - Africa" can be heard in the background.

The level apparently also creates the stores that you have visited the most in your life and childhood, such as toy stores, supermarkets and other establishments, as well as the level taking the form of one's childhood shopping mall, if one does not have a memory. favourite, the level will generate the most recent memory of the most current mall you have ever visited.

### Entities:

Apparently, the only entities are the creatures generated by the level and the level itself, this level has a power of mental alteration, it can create optical illusions of people who never existed or who have already died, these entities that look like people are helpless themselves, but if they take the attitude of the real person, if the real person is bad-tempered, the entity will take their attitude, if the real person is good-tempered, then the entity will take the attitude of the real person.

### Colonies and Outposts:

There are no colonies and outposts here, and there never will be, nor can they be created, since the level removes them.

### Entrances and Exits:

#### Entrances:

From Level 4 or The End, there is a computer with a file called "memories-of-you-and-me.txt", opening the file will enter this level.

#### Exits:

Finding an escalator in the middle of a hallway will take you to Level 33.
Level 91

## Level 91: "The Noir Zone"

### Description:

**Level 91** is an area that aeems to copy that of a location out of the backrooms, specifically a field in Kentucky. In **Level 91**, everything, including items and beings from other areas, are shaded in a black-and-white tone. It was originally believed to be an effect one one's vision and not actually the color of the level itself, though this has been disputed by photos takes within **Level 91**.

When in **Level 91**, it is impossible to encounter any other survivors also inside of **Level 91**. This was discovered when two survivors having both been in **Level 91** tired to meet up at a nearby barn.

Due to the nature of this level, it is not infinite and can be mapped by using its real-life counterpart. The level spans for a few miles at most. It seems to mirror that of the Indiana-Kentucky border region, though several notable towns are missing. Attempting to go too far in **Level 91** will result in noclipping through the floor and into another level, and only a certain part of the real world can actually be explored. Attempts to go to a corresponding location in the real world and "contact" someone inside of **Level 91** have been made, though most people attempting this have gone missing.

There is only one entity in **Level 91**, a mysterious shadowy figure who appears from a distance. They appear to wear some form of wide-brimmed hat, though nothing else about them can be identified. This entity stalks whoever is lost in the level, and it is widely believed that seeing the entity is a... bad omen.

### Entrances and Exits:

**Level 91** can be entered by jumping into the watery pits of Level 8, although it is a rando chance that you will actually enter **Level 91**, as it is also possible to simply be killed by the hands that infest the waters. It is unknown why **Level 91** is so hard to enter or what it's connection to Level 8 is.

It is relatively easy to leave **Level 91** by travelling far into **Level 91** and noclipping through the ground.
Level 98

## Level 98: "The Downtown Diner"

### Description:

The first area of Level 98 is a small repeating section of a straight, building-lined street with a brick road. The level loops, however the wanderer also appears to repeat with it. For example, if you stood in the middle of the road and looked straight ahead, you would be able to see many copies of yourself, which move at the same time as you. Almost of the buildings on the street can be opened, except for the buildings you enter out of, and a single diner in the middle of the section of the street. This diner is the only source of light on the street besides what appears to be the moon in the sky.

On the outside of the diner is a large, yellow lit sign with the text "Downtown Diner" displayed in black text. On the inside, slightly familiar music can be heard playing, the smell of breakfast food being cooked wafts through th room from the kitchen, and the sounds of clanking pots, pans and silverware can be heard from the kitchen, though fade as you gt nearer and see that there is nobody in the kitchen.

Sitting down in one of the diner's seats has a chance of 'summoning' a few entities, these entities appear to be people familiar to the wanderer in question, though their faces are unable to beseen, instead looking "out of focus," much like a camera. Any attempts to stand up and move toward the entities will make the lights blink off in the diner, and when the light returns will reveal them gone. Any words the entities say will be garbled, as if far away or talked over.

### Colonies and Outposts:

#### Diner Patrons:

* Multiple wanderers who have chosen not to leave the diner.
* They are friendly, and welcome anybody who enters the diner.
* Amount of patrons vary, as some decide to leave eventually.
* All seem to be close friends with each other.

### Entrances and Exits:

#### Entrances:

There is only two ways to enter the diner. One, you could find a metal door that matches that door you enter the floor out of, on Level 5 and Level 11, though the door locks behind you, or you wander Level 6 long enough until you eventually walk out of an alley farther down on the street. You can also enter from The Hub, which will lead out the same door as Levels 5 and 11.

#### Exits:

You could leave to Level 6 through an alley at the far end of the street, or leave through the door you came from before it closes. You can also walk into the bathrooms in the diner, which will lead to Level 189.
The Frontrooms

### Description:

The Frontrooms is our home, and could be considered as the polar opposite of the Backrooms.

The Frontrooms is the term for anywhere inside the bounds of normal reality. It is outside the Backrooms, a statement often brought into question by the existence of The Blue Channel. The Frontrooms exists in the spae of one "universe", with this universe holding an unquantifiable number of galaxies. A singular galaxy can bear up to billions of stars, with most of these stars having a cluster of orbiting planets.

While I'm sure I could write on and on about stars and gas giants and a planet made of diamonds, that's not what you're here for, is it? It's certainly not why I'm here. You're here to reminisce. You want to remember earth, you want to remember walking down the street on a blistering cold winter morning, knwoing that you could miss the bus because your pet was distracting you from leaving. Do you remember those feelings?

How long have you been here now? I'm sure your body clock has stopped clocking in the days and weeks and years that have passed by. How are your friends? Are they missing you? You've let your life go on without them. You're here, you're alive. Just as they currently are. I'm sure you may think that your friends are lost and grieving. That may make you sad, angry, confused about why it had tobe you to fall through the floor. But if you could move on so easily then, in a slightly cold way, they can too.

This page is to keep your spirits up. The Backrooms is tough, it tests you. Not only physically, but mentally too. Please, don't give up like I have. I know there isn't anything left for me, my bad choices here have damned me to my current life. You, however, still have a chance. Please, don't let the Backrooms rot you away. Be better than it, show you're not afraid of what it can do.

How to exit? Well... just fall through the floor (or as it's been coined by many groups as "noclip"), it's a very reliable way of getting here. Maybe we could share how we got here? I was on my way to wrk. I was late and running down the road. The rain was thick and heavy, I remember the noise the extremely heavy rain made on my umbrella. How the rain would hit my hood when my arms swung with the umbrella. I then slipped, there was no rain, no road -Just... Yellow, and lots of it.

Please make better choices than the ones I did.
Deathmoths

## Entity 4: Deathmoths

Entity Number: 4

Habitat: Majority

### Description:

**Deathmoths** are giant moths that inhabit the Backrooms. While the male **Deathmoths** are mostly harmless and possibly even tamable, the female moths are several times larger, can spit acid, and are entirely hostile. **Deathmoths** are attracted to light, so if you hear the fluttering of wings nearby, make sure to put any light source out. Smaller **Deathmoths** inhabit Level 2, Level 3, and Level 5, but the larger and more dangerous one only appear in Level 5, where their hive is centralized and where the king and queen are. They have completely taken over the level, and are the only things there besides the mysterious beast.

### Behaviors:

**Deathmoths** vary in hostility and biology depending on the level they are found in. The Hive, considered the source of the **Deathmoths**, is where they are the deadliest and most aggresive. However, individual **Deathmoths** of every level vary in danger.

### Biology:

The **Deathmoths** are giant moths, although they do not share many similarities with "Normal" moths. The majority of their lifespan, birth, and death, are completely unknown.
The Basement

### Description:

**The Basement** is a strange location within the Backrooms that is thought to lay beneath most of its levels, often considered by many to constitute its "bottom" (although there is no evidence that such a location exists). **The Basement**, as its name might suggest, resembles the basement of a building, although its size is much larger than any known manmade basement. The exact details of its architecture and design vary significantly, ranging from wooden walls and carpeted floors to cold, cracked concrete walls and floors. A notable amount of the level appears to be flooded to various degrees, containing moist carpets, standing puddles of water, entirely submerged hallways, etc.

Like many levels of the Backrooms, **The Basement** is a non-Euclidean space, being quite unstable and often changing in layout; for instance, exiting a room may lead right back into the same one again, and one may suddenly find themselves a significant distance away from their last location just by simply walking down a hallway. Similarly, exits from this level are unpredictable and rare, though some seem to be more stable than others.

### Entities:

Like many other levels, **The Basement** is devoid of life, excluding those who enter it. However, a relatively popular story pervades amongst wanderer groups, telling of an entity known as "The Survivor". Supposedly, this entity resembles the still-living but decaying body of a wanderer who entered the level and never left it, but no concrete reports of such an entity have been verified as of yet.

### Colonies and Outposts:

Many who have passed through **The Basement** have told tales of an unknown base, possibly backed-up by objects found throughout the level, the details and authenticity of which are yet to be confirmed.

### Entrances and Exits:

#### Entrances:

* The most consistent method of entering this level is via breaking through the floor of most levels, often revealing **The Basement**. However, the distance between the floor and **The Basement**'s roof is often several tens of feet, adding significant difficulty to climbing down and back up. What lies between the floor of levels and **The Basement** is unknown, though several theories have been posited.

#### Exits:

* Exiting this level is a difficult task, given that its exits are seemingly random and unpredictable, much like its entrances. Currently, no consistent exits have been found.
The Break Area

### Description:

**The Break Area** is a medium-spaced area with different kinds of recreational equipment, such as arcades, claw machines, a playground, and oddly enough, a few treadmills. The moment a Wanderer enters this room, they will fel relaxed and have an urge to try out some of the things inside the room. The smooth jazz heard inside the main areas of Level 5 will not be heard. Instead, a piano rendition of cerain songs heard throughout Level 5 can be heard instead.

**The Break Area** is completely devoid of entities, and any entity that tries to enter the room will be instantly repelled from its vicinity by unknown means. This effect also applies to the Terror Hotel Staff. So you don't need to worry about any entities trying to attack you. However, staying inside The Break Area for long periods of time is ill advised as doing so will result in a increase in sanity loss. Fortunately, this effect only goes as far as halfway into Stage 2 of the Wretched Cycle.
Level 28

## Level 28: "The Long Hall"

### Description:

**Level 28** is a series of dark interconnected hallways seems to stretch out for miles. Occasionally, one could find various rooms within these hallways, albeit completely unfurnished. The darkness is similar to that of Level 6. However, there are some hints of brightness in some areas.

Almond Water, Super Almond Water, Liquid Pain and Entity Meat are plentiful throughout **Level 28**. And as such, it is advised to stock up on these items for survival and defense against certain entities. However, staying in this level for long durations of time is not advised due to increase in the rate of sanity dropping and as such, entering **Level 28** is ill advised . The reasoning for this is still unknown.

### Entities:

The only entities that have known to lurk inside **Level 28** are Penumbras and Smilers.

### Entrances and Exits:

#### Entrances:

* Entering through a dark passageway somewhere in Level 27 will lead to **Level 28**. (Kevin is still unaware of this entrance to this day.)
* Certain passageways in Level 6 can rarely lead to **Level 28**. This usually happens typically without the wanderer ever noticing.
* Noclipping through storm drains in Level 9 and theoretically, Level 11.3 has a chance to lead to **Level 28**.

#### Exits:

* The main method of exiting is finding an open door leading into a city at night. Exiting through this door is guaranteed to lead to Level 29.
* Opening locked doors in **Level 28** will lead back to Level 6.
The Crawlspace Creature

## Entity 53: "The Crawlspace Creature"

Entity Number: 53

Habitat: The Insulation (Specifically in The Crawlspace)

### Description:

**The Crawlspace Creature** is a vaguely humanoid being standing roughly 7 feet tall. It has short rear legs that it walks on when not alerted to nearby prey. **The Crawlspace Creature** has two long claw-like appendages in place of arms, which it uses to drag itself quickly along the ground when pursuing prey. These claws are incredibly dexterous, and as such, it can impale prey swiftly upon them when it reaches them, killing most wanderers instantly.

While its combat abilities are daunting, **The Crawlspace Creature** displays very limited intelligence and a weakened sense of sight, possibly due to the dark environment of The Crawlspace. It primarily navigates via sound, only using its sense of sight to locate and quickly finish off its quarry when it has reached them.

### Survival Guide:

**Excerpt from *Wanderers Guide to the Backrooms vol. 3***

While **The Crawlspace Creature** may be rather freaky, there's little to worry about most of the time. It's only been reported in The Crawlspace area within The Insulation. It hasn't even been sighted within The Deep Insulation.

However, all reports concerning **The Crawlspace Creature** or information regarding it are to be sent immediately to an available M.E.G. officer for review.
Dire Bats

**Dire Bats** are a vicious species of bats that live in the mountains of Shintaro, including Shintaro Mountain.

## Appearance

Unlike common bats, Dire Bats are very large and tower over most humans. Their fur is coated white while possessing sharp canines. They also possess long wings which resemble a bat, but also a extended tail and immense hands which can be used to carry anything.
Father Bluebird

Name: Francisque Alberici

Date of Birth: 2/23/1978

Date of Noclipping: 11/20/2011

Affiliations: The Followers of Jerry

### Description:

Francisque Alberici, also known by his alias, "Father Bluebird", is a high-ranking member of the cult known as the Followers of Jerry who is currently staying involuntarily at the M.E.G. Psychiatric Hospital in Level 11. Before his admission, he engaged in several coordinated attacks on M.E.G. bases with other members of the Followers.

In appearance, Alberici is a white man with short, light brown hair and brown eyes. He stands at a height of 5'7" (170cm) and wears a pair of rectangle-rimmed spectacles. Prior to his admission to the M.E.G. Psychiatric Hospital, he was always seen wearing a set of dark blue robes with gold trim, as is common for high-ranking members of the Followers. In personality, Alberici has been described as generally talkative and intelligent, often engaging in conversation with other patients, breaching various topics, such as philosophy and politics and the beliefs of the Followers of Jerry.

Alberici is fluent in English, French, Italian, and Spanish and claims to have grown up in Queens, New York, as the son of Italian immigrants. From there, he claims to have worked in a small home-appliances repair service before falling into the Backrooms in 2011 and being into the Followers of Jerry shortly afterward.

In organization with other members of the Followers of Jerry, Alberici is known to have led several attacks on M.E.G. bases by threatening to explode homemade pipe bombs in an attempt to kidnap members of the M.E.G. for exposure to Jerry. The first three of these situations were successfully defused by M.E.G. members without incident, but in the fourth and final of these attacks, the bomb was triggered accidentally, resulting in several non-lethal injuries. It was after this attack that Alberici was apprehended by the M.E.G. and admitted into the M.E.G. Psychiatric Hospital.

During his stay at the Psychiatric Hospital, he has been relatively compliant, and there have been no major incidents.
Level 191.1

## Level 191.1: "School Bus?"

### Description:

Level 191.1 is a sub-level of Level 191, it appears to function like Level 191 but changes appearance to a school bus. It has the same entities and properties of Level 191. It is extremely hazardous and dangerous, it is highly recommended to avoid it. BUT.. Many wonderers that happens to noclip into Level 191 will try to noclip into this sub-level due to it having an exit to Level 6.1, Level 52 and Level 11. Food can be found anywhere and is usually useful due to it being a key to escape.

### Entities:

Like Level 191, Hounds and Skin-Stealers can be found.

### Colonies and Outposts:

Due to the level's nature it is impossible to settle into it.

### Entrances and Exits:

#### Entrances:

* Noclipping through the floor in Level 191.

#### Exits:

* Eating in the level will lead you to Level 6.1.
* Noclipping trough the exit door will lead to either Level 52 or Level 11.