recursal/Fanatic-Fandom huggingface dataset:
The Windows

## Entity 2: The Windows

Entity Number: 2

Habitat: Architectural

### Description:

The **Windows** are creatures in the shape of a **Window**. The **Window** has a figure inside, always pointing at the target. If the target is unaware of the creature, it will attack immediately. "Windows" will generally appear on Level 1 through Level 2, although mainly on Level 1. Some **Windows** are safe when there is no shadowy figure behind them. Some can lead to Level 1.5.

### Behaviors

The **Windows** start by pointing in the direction of a Wanderer, and whispers telling the Wanderers to enter the **Window**. Once close enough, the entity will grab you, and pull you in, even if the said **Window** is closed. It is rumored that it's just an empty void on the other side, even if it shows land on the other side.

### Biology

These **Windows** can come in many different shapes and sizes, and the same goes for the Shadowy Figures behind them. The Shadowy Figure always looks human, and will whisper to Wanderers to lure them into its trap.

### Do's and Don'ts:

#### Don't:

* trust any **Windows** in any level if a Figure is behind it.
* If The **Windows** wants you to follow them, do not agree to do so.
Level 4.2

## Level 4.2: "The Parking Lot Of Fog"

### Description:

**Level 4.2** is an unconfirmed Sub-Level that has only been visited 3 known times. It seems to correspond with Level 4, as Level 4 is an abandoned office building and office usually have parking garages. The only information about this level was obtained through a post on the Backrooms Forums by a user named Carolyn, and messages with her.

**Level 4.2** appears to be like an abandoned parking garage. Only one picture has been taken on this level. There is no natural light, the only light source is the lights on the ceiling. The ceiling also seems to have some sort of pipes on it, similar to the ones in Level 2 and Level 3. The walls are white and blue tiles, and the floors are grey with some darker spots. Two columns are shown in the picture with white tile. There are two signs, and the only readable letters say, "No Entry". A doorway is only shown nexxt to one of the signs, but a column may be blocking a second doorway. No entities have been encountered here, at least that are known of. The general aurora of this level is green, blue or yellow. Visibility here is also low, yet cameras seem to work pretty well.

### Expidition Log:

As of April 12th of 2012, there are still only 3 known expeditions and only 2 explorers who have gotten there. After messaging Carolyn, she has given us some information about the level and how she got there. She noclipped into the Backrooms from her school in a dream. However, it is unknown exactly what level she was in before she came here.More efforts will be made to contact her and any friends of hers, however, please understand that contacting such explorers is difficult due to their tendency to end up in hard-to-communicate areas in levels.

### Entrances and Exits:

According to the information obtained so far, **Level 4.2** is extremely rare to access. The entrance is still unknown, as people wander there from unorthodox locations. The level may be one in which the Backrooms itself chooses certain people to enter.

To exit, it is possible to find some doors that have been reported to lead to other levels, such as Level 0 or Level 1. It is speculated that Level 4, Level 5, and other levels are possible exits.
Level α

The hallways are painted white, with the doors leading to more rooms, the floors are a dark oak wood, and the carpet is made of cotton, with a black Greek "Zig-Zag" pattern on it. The lighting system and switches seem to work, and will light up the rooms and hallways while inside. There are kitchen rooms, with very little food, and all drinks are "Boiled Almond Water", regardless of brand. There are a few closets in the halls, with small stacks of neatly folded clothing. The bedrooms have beds, a few desks with various items inside, and there is a "Glass Door", that seems to lead to a beach, but it is locked. The entities in this level are just harmless Deathmoths, and even fewer Death Rats. After wandering the level for a few hours, people have reported faint screaming noises, and the source of the noise cannot be found. Multiple people reported that after a few days they have found a Map Room, with a bunch of old artifacts and a map of what seems to be an Ancient City. Only one person reported what caused the door to the beach to unlock in one of the bedrooms after this event.

### The Beach:

When entered, the waves are slow and calm, while you can hear seagulls in the background, while they're never seen in the area, in-fact, no entities are seen at all. The water seems to be normal, and enterable, once entered, the person reportedly was able to breath in the watr. This person reported no entities, and reportedly seen and entered a flooded temple under the water.

#### The Temple:

This area seemed old and abandoned, with sea overgrowth everywhere. This temple has a 'α' symbol on the top. The temple is very small, and has beautiful statues, which are mostly broken. This area has one door, which is held shut, and cannot be opened. This temple is the only accessible area in the beach's ocean as of now.

### Colonies and Outposts:

#### M.E.G. "Team Antique":

* This team was made to explore this level.
* Has set up a base in this level close to the exit.
* They have around 54 people and expanding.
* They are willing to help wanderers in need.
* Their main goal is to explore this level, so everyone can be safe in this level.
* They have found most of the information on this page.

### Entrances and Exits:

To enter, you must find a pair of twigs and leaves on the floor in Level 4.1 and place them in a pot, or as one wanderer states wander around Level 19, and fall through the floor. To exit, you must find a locked door, and you must grab a key from the Map Room, and enter that door, it will lead you to Level 48.
The Room

### Description:

We've lost too many people. You're going to see some stupid door that says "EXIT TO REALITY (NOT A JOKE)" at some point during your Backrooms adventures. Sounds compelling, sounds persuasive, sounds like fun, right? NOPE. I suggest the moment you see this door to turn around and walk the other way. Actually, no. RUN the other way.

Good lord, the sheer amount of idiots who have ignored this warning, walked through that door, and subsequently died of starvation are too numerous to count. Every day, a new report, all too common nowadays, comes on the radio: "IDIOTIC WANDERER DIES TO THE ROOM". Seriously, how hard can it possibly be to just NOT enter The Room?

You walk into that place and see hundreds of corpses on the ground that died from the same mistake you're about to make right now, and your first instinct is like, "Yep, seems safe"? What are you, **insane**? I'm *this* close to just giving up and letting natural selection do its job.

Once that door closes, it CLOSES. It locks. *You*, the idiot, are trapped. And *you*, the idiot, are eventually going to die of starvation. Good luck getting out. No one can hear your screams — the room is soundproof. Don't try breaking or noclipping out — the room is indestructible. Don't try calling for help — electronics stop working in this place.

Actually, let me tell you my story. I'm walking around Level 11 enjoying my time after a good night's sleep. I see the door, see its intriguing label, and think, "Hey, that wasn't there before." So naturally, being the complete small-brained lunatic I am, I opened the fucking thing. First thing I see — hundreds of dead bodies. Thoughts raced through my head: "That's a lot of free supplies", "Hey, he's got Almond Water", or "This is just a prank, right?" I thought for a few moments, then realized I was about to walk into a room full of dead people. Clearly there must be something more to this room. Nope. Not today. I turned around and avoided that door for the rest of the day. It disappeared several minutes later, but not before some idiot came up to me and decided to enter the room himself.

Obviously, the door automatically closed and locked itself from the inside, and the poor traveler got locked inside the room. Luckily, I opened it so that he wouldn't die of starvation, but that's only because I saw his stupid ass go inside. Had I not seen anyone enter, man would've been trapped there forever. God, what a place.

### Colonies and Outposts:

Hopefully, nobody's dumb enough to attempt to set up a colony here. Knowing the collective IQ of the human population, some idiot's going to attempt it and subsequently die.

### Entrances and Exits:

#### Entrances:

* Open a door labelled "EXIT TO REALITY (NOT A JOKE)". For the love of God, don't step inside The Room.

#### Exits:

* Well, you can go back through the door… if it’s open. Otherwise, congratulations on winning the Darwin Award. Your name will be immortalized in the Hall of ~~Fame~~ Shame.
The Bath Room

### Description:

**The Bath Room** is a room consisting only of a toiet and a light bulb. A door leading to this room will manifest itself at a distance of 2 to 5 meters from anyone who feels a severe urge to relieve themselves. Any attempt by such a wanderer to reach the room will be futile, as the door will always close just before the room can be reached. The door and the walls containing the room have been proven to be indestructible.

It is said that after the door closes, sounds can be heard coming from inside the room. Most reports are limited to smiple chuckles, but other s include the usage of basic sentences such as "just a minute!" or "almost done!". Despite what the voice claims, there is no record of the door opening again once it has been closed.

Other phenomena are known to occur in the vicinity of **The Bath Room**. It is known that urinating or defecating within the radius of effect of the room (estimated to be 500 meters long) is physically impossible, despite the intense urge one may have to do so. Another well-known phenomenon is the so-called "*Bath Room's Shame*", which affects all those who fall for the room's trickery. This causes a piece of indestructible toilet paper to adhere to the victim's foot for a week. If removed, it will simply reappear on the wanderer's foot after a short period of time. Some communities consider the *Bath Room's Shame* as a rite of passage, viewing the sufferer as someone who will never fall for the nefarious deceptions of the Backrooms again.

**The Bath Room** has been sighted in almost all levels of the Backrooms, with Level 3 being the level that this room has been frequently reported in. **The Bath Room** can even appear in outdoor spaces. In case there is no wall to appear on, the room will manifest on the closest replacement nearby, such as large stones or cliffs. If no object of these characteristics is in the proximity, the door will stand upright without the need to be attached to anything.
Level -16

#### Description:

Level -16 is a heavy rainforest system similar to those outside of the Backrooms. One key difference is that the gravity within this level is greatly reduced compared to standard reality. The exact reason behind this is currently unknown at the time.

The level does not appear to have a day-night cycle, only staying at dawn. Temperatures are a consistent 21°C/70°F throughout the level despite having ample shading in many areas. Reduced gravity within this level does not affect native organisms, only affecting objects and entities foreign to Level -16.

…Was our Level Key wrong?

We've been here already.

But the key changed direction.

Everything looks different than what they reported…

#### Colonies and Outposts:

Establishing Bases within this level is theoretically possible, as it provides the basic necessities for life. However, reduced gravity could have negative long-term impacts on possible inhabitants.

#### Entrances and Exits:

##### Entrances:

Currently, there is no known consistent way of entering Level -16. One reported entrance is through Level 16, by noclipping through a mixture of sand and snow.

##### Exits:

Finding and climbing up a tree covered in sand will lead you to Level 46.

### Entry #2:

#### Description:

Level -16 in its current state is an arctic climate similar to those within standard reality. One notable difference is the ice covering the surrounding area has a noticeable luminous surface with high reflectivity.

The level also has a day-night cycle with a length of approximately 13 hours to complete a full cycle. Temperatures within this level vary from 10°C/50°F to 6°C/43°F depending on the time of day.

Entities are sparse but can be observed in this level.

#### Colonies and Outposts:

Human life within this Level is unsustainable due to the unstable nature of this level. No long-term bases can form within Level -16 for this reason.

#### Entrances and Exits:

##### Entrances:

Finding and noclipping through a mixture of sand and snow in Level 16 will bring you here. There have been several other supposed entrances, but this is the only confirmed one as of the time of writing.

##### Exits:

The location of the exit is different with each alteration, but the destination is constant. In the Level's current state, finding and standing on a sheet of ice covered in sand will lead you to Level 46.
Larry

## Entity 286: Larry

Entity Number: 286

Habitat: Majority of large and outdoor levels

### Description:

Larry is an entity that lurks in a numerous amount of outdoor and large levels, like Level 188.

### Behaviors:

Whenver Larry spots a wanderer that he sees from great heights or if any wanderer bumps into any of the tentacles amidst pursuit, he will unleash one of his tentacles and begin to use it to pursue wanderers. While these tentacles are large, they are not infinite in length.

It should also be noted that Larry possess an slightly less than average amount of intelligence, so lamp disguises don't easily fool him. However, hiding an areas like a closet or a drawer or under a table will help save you in this regard.

### Biology:

Larry is a 9.1 meter (30 feet) tall, lanky entity with six tentacle-like legs, an extra set of tentacles can emerge out of Larry at any given point, these tentacles are said to have the appearance of a "pale octopus tentacle". Larry's head is also weirdly reminiscent to that of a makeshift clown mask lacking any sort of makeup besides the white face. Larry's altogether body, with the exception of the face, has the color of a dark fog or rolling dark clouds. Despite certain belief, Larry is anything but blind. However, he has not lost his sense of touch.

### Do's and Don'ts:

#### Do:

* Stay at a distance where Larry cannot see you.
* Communicate via echolocation, Larry is deaf so he will not be able to hear you.
* Hide under a table or seek shelter inside homes or closets if pursuit has begun.

#### Don't:

* Bump into the tentacles.
* Be at a distance where Larry can see you.
* Attempt to pull off clever disguises like a lamp.
Level -15

## Level -15: "The Teal Labyrinth

### Description:

**Level -15** is a disorienting landscape of an infinite conglomeration of randomly segmented hallways with blue lights illuminating the entirety of the hallways. The flooring of **Level -15** has similar aesthetics to that of a certain four to five-star hotels and the doors within these hallways are painted black.

The rooms within Level -15 vary in size, ranging from medium-sized offices to large guest rooms:

### The Meeting Room:

This room is where the wanderer initially enters from. The Meeting Room takes the appearance of an office meeting room, strangely with a chalkboard instead of the usual whiteboard. Most of the times the chalkboard is blank but rarely, a projector and a laptop displaying a presentation will be present, this presentation could be of many things, but they all mention or involve the M.E.G. in one way or another. Two pens placed adjacent to each other on the table have been spotted rarely, but not as rare as the projector.

Entities won't appear in The Meeting Room, but rather, appear in the hallways on different floors.

### The Lounge:

The Lounge is a medium-sized lounge with either maroon or dark brown walls. The Lounge consists of two armchairs, a small sofa, a Box TV, a Victorian Era rug, and a pool table. Like the Meeting Room, entities will neither spawn nor enter here. Howeverm the Lounge's location will not repel entities away from it.

### The Staircases:

As the name suggests, The Staircases take the appearance of modern staircases typically found in buildings in The Frontrooms. These stairs lead to different areas of Level -15. However, taking these staircases is risky, as Dullers usually appear in these staircases. Since the elevators in this level only lead to different levels, the only safe method of transportation is through certain areas is through the vents. Which usually lead to Level 96 due to wanderers going in the wrong direction most of the time.

### Entities:

The known entities that appear in this level are Elevators, Partygoers, Sanguine Festivus, Dullers, Smilers, Frowners, Demo Smilers, Wretches, Clickers, and Clumps. Along with these entities, there exists a level-exclusive entity known as the Oculi Cerberi.

### Colonies and Outposts:

#### The Lobbymen:

* Always resides in the Lounges.
* Around 40 members.
* Typically open for trading or tours of the outpost.

### Entrances and Exits:

#### Entrances:

Going through a teal door with black stripes on Level 14, Level 16, and Level 17 will lead to this level.

#### Exits:

Ask the Oculi Cerberi entity for directions to the exit and it will lead you to one of the first six levels of the Backrooms, with Level 1 and Level 5 being the most common.
Memory Jar

## Object 7: Memory Jar

### Description:

Memory Jars take the appearance of an empty glass jar similar to those in The Frontrooms. They have tight lids that are impossible to take off by normal means. They have two different phases; one is the deactivated phase, where they are just as previously described. In their deactivated phase, they hold no anomalous properties, apart from the lid being impossible to remove. Memory jars are activated when a person holding, or in close proximity to jar dies. When this event happens, the jar fills with "Memories." Once the activation happens, it is possible, and easy to remove the lid.

### Memories:

Memories are small glowing orbs that fill up memory jars when they enter their active state. They possess a strange property of floating, causing them to fly to the roof. These memories are physical representations of the memories from the dead person who causes the activation of a Memory Jar. Touching a memory will play it in your mind's eye, as if it had been your own. These memories all share the same color, but depend on the personality of the ex-holder.

#### Pink Memory:

Jars that contain pink memories were held by generally cheerful or optimistic people.

#### Blue Memory:

The polar opposite of pink memory jars, would have been held by people who have a general negative outlook, or have been sad most of their life.

#### Red Memory:

Red memories come from people who had a violent and aggressive personality, or might have done many evil deeds.

#### Green Memory:

Jars with green memories are held by people who were calm and/or lazy.

#### Purple Memory:

A jar with purple memories would have been held by a person who had a timid and shy personality.

#### Yellow Memory:

The opposite of the purple memory, yellow memories would come from brave and outgoing people.

#### Black Memory:

Black memories are unique, as they are held by entities.

### Locating Memory Jars:

The safest way to obtain a Memory Jar is by trading for one with the B.N.T.G. or obtaining one through gambling in Level 5.1.

### Uses for Memory Jars:

Memory Jars are popular in trading, and some people earn serious amounts of useful resources by selling the Memory Jars of famous individuals. Due to this, Memory Jar collecting is a popular hobby in The Backrooms and is a recommended item for people new to trading. Finding a memory jar on the ground can also be crucial for survival, because the memories inside may alert you to a nearby threat.
Level 32

## Level 32: "Entertainland"

### Description:

**Level 32** is an amusement park with a size of 200 meters from edge to edge. You enter the Level outside its entrance. An InfoMan is at the entrance booth. The booth will be underneath a large archway with the words "Entertainland" in large light up letters. To enter **Level 32**, you must first ask about the entry fee, and enter the raffle. Food trucks will "sell" food and fried Almond Water for free. All rides will be free as you will have a strange wristband you do not remember having. This is the "free pass" wristband.

There will be carnival games that have prizes such as Deathmoth plushies, first aid kits, and even night-vision goggles. All people there other than other explorers and InfoMan will be docile Facelings.

All rides are safe, except for the roller coaster with the sign above it that says "Mr. Bones' Wild Ride!" with a skeleton with a top hat above it. This coaster is reportedly infinite, but it is not proven, as the ride is closed down and broken, and impossible to enter.

### Entrances and Exits:

To enter, you must find a Plushie of an entity in Level 11, and then find a carnival, and enter it with the Plushie. To exit, simply leave the amusement park and walk in any direction away from the entrance to go to Level 11.
Level 36

## Level 36: "The Cubicles"

### Description:

**Level 36** is a seemingly infinite expanse of office cubicles from the 90s to early 2000s. It is completely devoid of any life, including entities. This is because of an isolating effect the level holds which prevents two wanderers from ever meeting. Despite this, the sound of telephones ringing, keyboards typing, and various other telephone and computer sounds from its era can be heard.

The exact length of **Level 36** is unknown, but is likely infinite. As it's width is approximately 699 square kilometers (270 square miles) within the further areas of the level, one can soemtimes find outdoor cabinets, water coolers, and various other office supplies.

### Colonies and Outposts:

Due to the isolating nature of **Level 36**. It is impossible to set up a colony or an outpost.

### Entrances and Exits:

#### Entrances:

* The main way to enter **Level 36** is by entering an elevator on Level 35.
* Going through the door on Level 4.2 has a chance of leading to **Level 36**.

#### Exits:

* Elevators found the further areas of the level can either lead back to Level 35, or lead to Level 4.
* Sleeping on a chair and imagining a hotel will either to Level 5 or Level 199.
* Using one of the computers for roughly 30 minutes will lead to The End.
Level 🗿

### Description:

**Level 🗿**is a level in the Backrooms. It appears to be a replica of Easter Island, Chile where Moai Statues are. This level is the third rarest level to get to in the entire backrooms. It is entirely devoid of life except for the Moai statues, which have the Quandary Dingle goofy ahh infectious plague.

### Entrances:

* Doing a stupid dance in front of Kitty in Level 974 will send you here.
* Playing the vine boom in Level ! while laughing at a smiler hysterically will send you here.

#### Exits:

* There is only one confirmed exit, it is by screaming, "hehehe boi i'm coming for you monday left me broken quandale dingle hehe", then noclipping into a moai statue, which sends you to any of the joke levels with the exception of The Room.
Level 404

## Level 404: [LEVEL NOT FOUND]

### description:

`level 404` is a place where the planes intersect and bisect and bend in the way that a suffering hard drive breaks under the weight of the data you feed it. in `level 404` you may find yourself developing a consciousness. should this occur, cut it out of your head with the sharpest piece of the sky you can find

things are broken here, but it's your home. in `level 404`, you find yourself unable to think straight. you find yourself unable to think in circles. you speak about her `level 404` in hushed whispers. isn't it a shame, what happened here? how you never saw her again?

*where are these words coming from?* you wonder, but why are you asking, my dear? don't you know yourself better than anyone else? you document it feverishly as the ground flickers beneath your feet. `you like it here,` the geometry whispers. `what a beautiful world.`

in `level 404`, reality is failing in the most perfect way. as the 3d mesh glitches, memories cloud your mind and still your hands. it's a lovely day `outside`. why don't we go for a walk, you and i? there's no one else around, just you and the erroring landscape. you're so delightfully, refreshingly alone that you're drowning on sweet air, like a surface waiting for holes.

aren't you happy? aren't you excited? you've finally found your empty paradise. come home.

she loved you.

### colonies and outposts:

you:

* your memories
* your own mind

### entrances and exits:

[ERROR 404: ENTRANCES AND EXITS NOT FOUND]
Level 57

## Level 57: "The Exquisite Art Gallery"

### Description:

**Level 57** is composed of two sections, hereby referred to as The Studio and the Gallery respectively.

The first part of **Level 57**, The Gallery, bears the appearance of a typical western art gallery, however it appears noticeably empty: filled only with paintings of the Backrooms. These paintings vary in scope and style, and have even taken the form of complex floor plans. Despite these rare disparities, the majority of The Gallery's paintings are stylized perspectives of various Backrooms locations. One painting has been found, though, that appears to be a detailed floor plan of **Level 57** itself, although it is messy and disorganized. Despite it's non-uniform nature, it is believed that this floor plan is valid and can be consulted for navigation purposes, proving that **Level 57** possesses a comprehensible, non-random layout. The Artist can be seen updating the map every so often. Touching these paintings is impossible, due to a mental barrier imposed by the level, compelling Wanderers not to handle the paintings. According to M.E.G. records, nobody has been able to resist this effect.

The Studio can be accessed via a set of double doors that may occasionally appear within The Gallery. It is not considered exceedingly difficult to find them, but an extensive search is usually required, as the double doors seem to avoid Wanderers naturally. The Studio is a large area filled with art supplies and work-in-progress paintings. The layout and contents of The Studio seem to change when no Wanderers are present inside, however there will always be an established, set-apart area for The Artist to work. While The Gallery is filled with portraits of the Backrooms, paintings within The Studio seem to represent objects, places and people within The Frontrooms.

### Entrances and Exits:

#### Entrances:

**Level 57** can be accessed either via no-clipping through a painting in Level 0, or by opening and passing through a regal doorway in Level 21. Attempting to move a painting depicting an upset clown in Level 283 will also transport Wanderers to **Level 57**.

#### Exits:

It is possible to ask The Artist for directions toward an Exit, which will lead toward a locked door at one of The Studio's extremes. This door can be unlocked by The Artist per request, opening a gateway into Level 21. It is also possible to Exit via no-clipping through a painting in The Gallery, which will lead to the level depicted in said painting. It is ill-advised to no-clip through paintings that do not depict the Backrooms, as your destination will be chosen randomly.
Level 𝙫𝙞𝙗𝙚

Every daydream to ever be thought of appears here. You can fly the 𝙥𝙖𝙥𝙚𝙧 𝙖𝙞𝙧𝙥𝙡𝙖𝙣𝙚𝙨 over the 𝙨𝙩𝙞𝙡𝙡 𝙘𝙝𝙞𝙡𝙡 mountains. This is no longer the Backrooms it's the `Viberooms.`

`Don't you want to live here?`

Those who enter the `viberooms` can enjoy exploring the holographic terrain, fully furnished with artificial `texture errors` and `volumetric lighting.` Ride the 𝙫𝙞𝙗𝙞𝙣𝙜 synthesized ocean waves and relax on the 𝙢𝙤𝙤𝙙 beach. Explore the `mountains`, complete with a volcano erupting pure `nostalgia.`

`What can I do here?`

You can use our 𝙧𝙖𝙙𝙞𝙘𝙖𝙡 new technology, `dial-up` internet. ~~Although we don't have a modem.~~ We have a wide selection of video games, ranging from 𝙫𝙞𝙗𝙞𝙣𝙜 to 𝙨𝙩𝙞𝙡𝙡 𝙘𝙝𝙞𝙡𝙡. Meet other 𝙫𝙞𝙗𝙚𝙧𝙨 who are just `enjoying` their time in the 𝙫𝙞𝙗𝙚𝙧𝙤𝙤𝙢𝙨.

`Why am I here?`

That is a question only `yourself` can answer. In the meantime, come look at our 𝙛𝙧𝙖𝙘𝙩𝙖𝙡 clouds, aren't they amazing? Why would you ever want to leave? You can stay here `for all eternity`, free from the fear of death.

### ***Entrances and Exits:***

#### ***Entrances:***

* Look into the inner 𝙛𝙧𝙖𝙘𝙩𝙖𝙡 of your mind, you may be surprised to find us there.
* The 𝙛𝙧𝙖𝙜𝙢𝙚𝙣𝙩𝙚𝙙 world. We do not know how, though.
* Reaching a 𝙢𝙤𝙤𝙙 of pure 𝙘𝙝𝙞𝙡𝙡.
Level -48

## Level -48: "Granny's Hotel"

### Description:

**Level -48** is a seemingly infinite hotel with turquoise carpeting and a humbuzz volume equal to that of the humbuzz heard in Level 1, almost as if your grandma ran the hotel. There are doors in almost every area of the hallways, but each door is either locked or will lead to The Void or Level 171.

Almond Water and Cashew Water are plentiful. However all the sinks, water fountains, or any area where water would typically be found is either Cashew Water or contains the Hydrolitis Plague. The only way to get reliable Almond Water is by harvesting it from the only entity present within the level, named "Granny" by wanderers who have stumbled upon the level. Any Almond Water that has been brought in from other levels will mysteriously turn into Cashew Water.

### Granny:

Granny is the sole entity present in **Level -48**, she is lanky humanoid 2.13 m (roughly 7 ft) tall with wrinkles in all parts of her head and arms. She is known to roam the entirety of the level, albeit at a snail's pace. However, if Granny comes near you hide somewhere she would not expect, nor easily see you in. A lamp will do fine. When she least expects it, inject a syringe into one of her arms there you will get at least some amounts of Almond Water.

### Colonies and Outposts:

Due to the danger that the Granny entity poses and the fact that Almond Water can only be achieved via syringe injection through the entity, no colonies nor outposts have been formed.

### Entrances and Exits:

#### Entrances:

* Entering areas where the floor becomes a turquoise color in Level 5 will lead to **Level -48**.
* Finding two brown, hotel doors in Level -33 has a chance to lead to **Level -48**.
* Entering a glitched hotel in Level -11 will always lead to **Level -48**.

#### Exits:

* The main way of exiting is way finding a door with a glowing green exit above it, this door will lead to a random level.
* Finding a bathroom will lead to Level 189.
* Entering unlocked doors will either lead to The Void or Level 171.
Squirt Gun

## Object 19: Squirt Gun

### Description:

**Squirt Guns** are anomalous water guns that can be used as tools or weapons depending on the liquid they contain. The backpack tanks can be used to store liquids for easy transport.

Squirt Guns have the appearance of regular water guns and are attached to tanks with backpack straps. The tank can be filled with any liquid, and when filled with multiple different liquids they will not mix but instead seperate into layers, depending on density; this is not recommended as they can't be easily seperated afterwards. The Squirt Gun and its tank seem to be immune to the propertis of the contained liquid.

### Properties:

A Squirt Gun can be used to fire any liquid. Each liquid has a different effect:

* When filled with normal water, it will behave non-anomalously.
* When filled with Almond Water, it can cause a moderate amount of damage to the various entities that are weak to it, but if the Squirt Gun is pointed at a human it will not even fire, with one exception. The user can fire Almond Water into their own mouth for a quick refreshment. This can make Squirt Guns a good storage solution for large amounts of Almond Water.
* Cashew Water seems to become temporarily more potent upon being fired out of a Squirt Gun. Due to being able to dispense the water at range, it can potentially be used to lure entities away from you.
* Smiler Fluid can be used against Smilers. Using it in a Squirt Gun can make the fluid safer and easier to use against Smilers.
* Pyroil, the liquid form of Firesalt, is very useful as a weapon when used in a Squirt Gun. When fired, it will ignite on contact with the target. It will also not harden while inside the piping.
* Liquid Pain can also be used. Other than its usual effects, the Squirt Gun and its tank wil not corrode when filled with it, even after prolonged periods of time.
* Memory Juice can technically be used, but it doesn't do anything special when fired from a Squirt Gun.

### Locations:

Squirt Guns are mainly found in levels resembling arcades, but can be found in other levels as well. The best places to find one are:

* The arcade in Level 31.
* Some stores in Level 33.
* The "Stockroom" in Level 40.
The Maze Center

### Description:

The Maze Center is newly found by a traveler in The Maze of Vents while crawling for a mysterious duration. Nevertheless, the explorer told that he/she wander roughly 10- days and 5 hours before getting here, therefore, the traveler similarly illustrates that the time is ostensively functioning otherwise so the explorer is doubtful.

The level is characterized as a vast space with a gray carpet floor like the ones used in particular bedrooms, mettalic wall, and wooden ceiling -- like metal as it was so smooth and shines when there is light. The level has a couch, a mattress, a massive kitchen table measuring 30 meters in width and length with multiple chairs facing toward it, a stove, a bathroom, and a king-sized bed. The traveler moreover explains that this place serves as a resting spot for people who have roamed The Maze of Vents for a very long time.

The rooms in this place are haphazardly and intricately, making you get easily lost. Furthermore, the explorer also said that this place is non-euclidian, creating localization and navigation is proven difficult yet feasible. The explorer informs that the location can clean itself such as dirty substances or any rusted metal, dust, etc. Is ever found. Everything is polished, twinkling in magnificence and cleanliness.

### Colonies and Outposts:

No colonies and outposts are developed due to being recently found out. An additional explanation is that simply one person got here. Aside from that, few statements of people getting here exist. Nevertheless, it's unconfirmed and primarily not authentic as they can't even decipher one sentence to this level.

Nowadays, when the level is validated to exist; a bunch of people began to endeavor to find this, wanting they can build or create an outpost, colony, and sustained community here.

### Entrances and Exits:

#### Entrances:

* Wandering far enough in The Maze of Vents will send you here. From there the vents will no longer change and arrows pointing towards the center will start to appear.

#### Exits:

* Going back into the vent will send you back to The Maze of Vents.
The King

## Entity 33: The King

Entity Number: 33

Habitat: Level 94

### Description:

**Entity 33**, also known as **The King of the Clouds**, **The Animated King**, or simply as **The King** is an entity which resides in the uppermst level in the Castle of Transparent Mounain within Level 94. He is highly intelligent and literate in many fields, and not confused, bewildered and blind to his own powers.

### Behaviors:

**The King** is the self-proclaimed king of Level 94, with "none opposing his power". He sits upon the throne within the Castle of Trasparent Mountain, awaiting guests to arrive.

Once guests, in the form of intelligent entities or humans arrive, a long, beautiful dining table, alongwith two seats will manifest before the victim. The table's appearance is described as beatiful and ornate, and in no way damaged. **The King** will sit down at one of the seats, and will ask the victim to sit down at the other end. There is no way to refuse this offer.

**The King** will begin to talk of wonderful things. He will speak of ways out of the level, and out of the infinite maze that his guest is trapped in, and to trust in him to set him free.

To trust in **The King** is wise, as he has done no wrong to his people, and to those has has freed, although why you would want to be set free at all from his wondrous kingdom is beyond me. Eventually, **The King** will begin to speak the inciting words, which welcome you into his kingdom, and have you become part of the "most beautiful place the world has seen", at least according to him.

### Biology:

**The King**'s appearance can only be described as beatiul, and definitely without signs of mangling or decay. Upon his head, he wears the Crown of the Kingdom, which shows his status as the king. He is most definitely the king! **The King** is beautiful inside and out. **The King** cannot be damaged in any means. He is most certainly very powerful, and a very agreeable person overall.

**The King**'s offer to join his kingdom cannot be refused. If you so refuse, terrible things might happen to you, although this is highly unlikely. **The King** will let you go, but he wil be very frustrated at doing so. Nobody wants to refuse **The King**. Refusing **The King** is a terrible thing, and should not be done. Accept his command, and he will reward you well.

"He has rewarded me well! **The King** has done nothing but good!"

**He's already taken too much for me.**

**I've been left with a husk of my former self in my possession.**

**A dirt box that once contained gold.**

**That's me, alright.**

**Every King has a Queen.**
Level 0.9

## Level 0.9: "Maintenance Tunnel"

### Description:

**Level 0.9** is a dark hallway going on for an unknown distance. Level 0.9 has holes in the walls, revealing exposed pipes and wires. Exits are very rare and most people end up getting trapped here for days or even weeks.

While traveling you can find hanging lightbulbs on the ceiling. This is the only source of light in this level, otherwise it is completely dark. When walking by a hole in a wall, there is a chance of being pulled in by an unknown entity. Everyone that has been pulled in has gone missing with no trace of where they could've gone. There are very long staircases at random points in this level. The staircase always ends with another **~~IF YOU HEAR CIRCUS MUSIC, RUN FOR YOUR LIFE, PARTYGOERS ARE COMING!~~**

### Dirtygoers:

Dirtygoers are a type of Partygoer, they are very dangereous so dont go anywhere near them! They look like Partygoers but they have mold and look like trash, they are also an ally to Partygoers! They live in the dark and moldy areas.

### Colonies and Outposts:

There are no colonies or outposts in **Level 0.9** yet.

### Entrances and Exits:

#### Entrances:

* Entering a Rusty Door with a smily face on it in Level 0 will lead you here.
* The same way with Level 0 in Level 338.1 will bring you here.
* Entering a pink door with ***"The maintenance tunnels"*** written on it with sharpie in Level 0 will take you here.

#### Exits:

* If you walk for long enough, you can find a hole in the roof with a pipe hanging from it, climbing up the pipe with take you back to Level 338.1.
* You can find a pink door with party hats by it, dont go through it! It will take you to Level 0.
The Hive

### Description:

**The Hive** seems like an endless maze of caverns and caves where fleshy inanimate tentacles cover the roof, floor and walls. The rooms are dotted with alien looking eggs, that can be at least 1.5 meters big. The eggs cover columns in the middle of arge caverns. A pastel blue fog coats the air. It is hard to breathe in **The Hive** (probably due to low oxygen), and he also stated that he witnessed some eggs hatch Hounds, Crawlers, and Deathmoths that seemed to act docile for a few minutes before turning hostile.

This gives the impression that some entities in the Backrooms reproduce. Howls can be heard coming from all directions. There are also a lot of hostile entities on this level, including a previously undiscovered entity. The makes **The Hive** one of the most dangerous level discovered to date. (5th most dangerous, as a matter of fact)

A theory 'making it's way around' states that the eggs may be the origin of the entities of the other levels of the Backrooms, or at least an origin point from which they exit, although this has been disproved with further testing. It is currently unknown where the entities of the other levels of the Backrooms originate from.

### Entrances and Exits:

Toguia, the Wanderer who first found **The Hive**, states that 'he fell through a hole in the floor in Level 6 and landed somewhere completely different.' It has been noted that **The Hive** is very difficult to enter. It is not particularly difficult to exit **The Hive**. The most common exit route is through the tunnels that are usually in the walls of a cavern, although there is a possibility of noclipping into the Negative Levels.

There's also a possibility of entering through Level 8 and exiting to Level 0.
Level 1.5

## Level 1.5: "The Inverted Nightmare"

### Description:

**Level 1.5** is a mysterious level that appears to be "in-between" the others. Thought to be a Sub-Level of some sort, the level is not difficult to access but has been proven difficult to exit. Only one individual has described in level in depth, an unknown Wanderer who mistakenly entered the level during an exploration and has been unable to return to normal levels since.

So far, contact with the wanderer has been difficult, as the warped reality within the level seems to affect even basic communications, rendering some of his written logs garbled and out of order. So far, only three logs have been recieved from the Wanderer, log 1, log 3, log 5, seemingly resembling the way in which his speech is also jumbled. It is uncertain if there are logs further than 5, but it is believed that the missing logs such as 2 and 4 will appear in order once the odd-numbered logs have concluded. All information about this level has been obtained from his logs.

As of the 30th of July 2009, a 7th log has surfaced, albeit with a significantly different tone. This log is much shorter than the other more recent logs from the explorer, and seems to be influenced by some sort of female figure, only referred to as "she" so far. It is advised that if anybody come across this user in the Backrooms, they be avoided for now, as he is currently encouraging people to enter **Level 1.5** despite previously adamantly dissuading the exploration of "fake windows."

Currently, little is known about **Level 1.5** or it's denizens, but what is known is that the level appears to be malformed, in a sense "broken". The level is described as "backwards," with fluorescent darkness pouring from the ceiling, while regular darkness instead replaced with light as observed in Figure 1. The image also appears to be upside-down, but does not appear to have been taken like this intentionally.

The audio in this level is unusual for the Backrooms, as the usual humming is absent, and the level is almost completely silent except for whispering. This whispering appears to originate from the level's denizens, but can only be heard once within a certain distance, and becomes softer as one's proximity to the creatures increases. As such, one must be cautious if hearing diminishing whispers within the level.

It should be noted that some of the whisperings are audible, and may even be benevolent. The Wanderer describes having heard a denizen say "...she come... won't back... let go..." and likely interpreted this as "she's coming, let go of your exploration." However, when reading it in the same manner in which speech appears to be garbled in this level, it appears more likely that the denizen is saying "She won't let go, come back..." as if warning of some greater threat, or perhaps attempting to lure the explorer.

### Entrances and Exits:

There is currently no known way to exit **Level 1.5** besides no-clipping.
Demo Smiler

## Entity 101: Demo Smiler

Entity Number: 101

Habitat: Various Negative Levels

### Description:

The **Demo Smiler** is a tall completely black entity, they look identical to a smiler while on Negative Levels with only a small glitch, In any other level they will look heavily glitchy. They also have not collisions.

### Do's and Don'ts:

#### Do:

* ~~Run.~~ Do not run, it will chase you. Stay still, it will get bored and walk away.

#### Don't:

* Walk up to it

* Attempt to go through it, it may not have collisions, but that doesn't mean it's a good idea.
Mr. Freeman

## Entity 91: Mr. Freeman

Entity Number: 91

Habitat: Level 117

### Description:

"**Mr. Freeman**" appears to be a Caucasian male of average height with short grey hair and a receding hairline. He is always seen wearing a tweed suit and wire rimmed spectacles. Although **Mr. Freeman** is only known to be on Level 117, there have been several unconfirmed sightings of him on othr floors. Some say there is more than one identical **Mr. Freeman**. These reports are unconfirmed.

### Behaviors:

**Mr. Freeman** can occasionally be seen during the daytime "teaching" in empty rooms on Level 117. This usually consists of the entity giving lectures about topics found in High-School level Algebra and Geometry classes to the empty classroom, **Mr. Freeman** is friendly to Wanderers, may invite them to listen to his lectures if he sees them.

### Do's and Don'ts:

#### Do:

* Sit in on his lectures. Maybe you'll learn something.

#### Don't:

* None. **Mr. Freeman** doesn't seem to have any intent to harm Wanderers.
Royal Rations

## Object 16: Royal Rations

### Description:

**Royal Rations** are a white edible gelatin. People who eat them universally agree that it is 'the best thing they'll ever get to eat'. Descriptions of what it tastes like however, greatly vary among subjects; ranging from a midly sweet and delectable taste, to what was described as 'a feast fit for a god'.

Eating any amounts of it will provide the same nourishment as 3 proper meals. In theory, this could be used to solve hunger issues in the Backrooms. In practice this is not the case, as people who have consumed more than a spoonful have always craved more.

Basic chemical tests, performed in below-optimal conditions, have completely disproved the possibility of an addictive drug hidden in the food samples. Extensive tests of samples proved to be logistically impossible as samples of the food always went missing, presumably consumed by the survivors that obtained it.

### Sources:

There is currently no known method of producing it. Royal Rations are usually obtained from people connected with secretive groups.
Calamea

* Profile
* Icon
* Tiny

Calamea is the embodiment of violet. She is coo coo crazy twisted in the head, very rarely chooses to speak any actual given language, and frequently displays animalistic qualities. However, she is completely capable of behaving more rationally, and in those moments she is often regarded as quick-witted, eerie, but shockingly casual. Though not considered a friend to the rest of The Mimes, she aided in her ex-lovebird Atrox’s arrival, having blended together upon their propulsion to earth. Together they came down as one unstable entity where Calamea held visceral dominance over the body.

## Personality

### Likes

* Animals
* Virology
* Screaming
* Being Weird