recursal/Fanatic-Fandom huggingface dataset:
Level 2136

**Level 2136** is the 2137th level of The Backrooms.

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

## Description

**Level 2136** is an infinite train that consists of many carriages. They look like from the 70s or the 80s. Transitions between them are actually noclipping. It is not recommended to come up to a window. Most of them are normal light, but some turn out to be entities. There are three types of special carriages:

* Bar carriages - They look like basic bar carriages from The Frontrooms. Their main feature is self-refilling food.
* Sleeping carriages - They look like basic sleeping carriages from The Frontrooms. You can rest there, but be careful. Deathmots or Skin-Stealers can be lurking under beds.
* Kid carriages - They look like basic playrooms for kids from The Frontrooms, but in train format. You can find some useful things between the toys.

## Entities

Entities that can be found on this level are Smilers, Skin-Stealers and Deathmots. The level also has one individual entity, known as "Ticket Inspector".

### Ticket Inspector

The Ticket Inspector is a faceling that wears conductor clothes. You will meet him after staying in the level for 30 minutes. He will ask you for a ticket. If you not give it, he will kill you in a weird way.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **Level 2136.**

## Entrances and Exits

### Entrances

There are currently four known ways of entering **Level 2136**:

* It is possible to get there by surfing pages related to trains on the computer on Level 926
* If you enter a red door on Level 224 you have 50% chance of dying, 40% chance of getting to Level 394, and 10% chance of entering **Level 2136**
* This level is also accessible by entering the train of the Sector V in Level 14
* One can also enter **Level 2136** by entering the train of the railway station located behing the second door in Level 14

### Exits

There are currently three known ways of exiting **Level 2136**:

* Trying to destroy a door between carriages will move you to Level 5
* Staying for longer than 5 minutes in Kid Carriage will make you fall asleep and wake up in Level Fun
* If you give money to the Ticket Inspector, he will transport you to Level 64. If you give him a ticket, you will end up in random level of The Backrooms. The ticket can be found in a crate on Level 1 or Level 2137.5.

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Level 2138

**Level 2138** is the 2139th level of The Backroooms.

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

## Description

**Level 2138** is a huge post-soviet block housing estate, mostly empty. The estate consists of the main street and endless, smaller estates. All blocks of flats received numbers from the M.E.G. Between the blocks, small markets with food, newsstands, schools and playgrounds can be found, all maintained in a soviet atmosphere. The buildings are opened, but most of flats are locked. All flats look identically: Each one has a kitchen, a bathroom, a bedroom and a living room. Sometimes there are entities inside. The level is relatively safe during the day, but it is recommended to hide in a flat, make sure there aren't any entities in it and wait out the night after dark.

## Entities

Entities which can be found there are Smilers, Skin-Stealers, Hounds, Male Deathmots, Female Deathmots and agressive Facelings.

## Bases, Communities and Outposts

Currently there is only one community on **Level 2138**:

### Mikres

* In the block of flats marked with the number 713
* Around 50 people, non-hostile
* One can easily join them

However, there were two bases belonging to the M.E.G. in the blocks 1054 and 47 with 100 explorers together. They somehow dissapeared, and the abanoned bases were robbed by Mikres and other wanderers.

## Entrances and Exits

### Entrances

* **Level 2138** is accesible by entering a blue-yellow tram in Level 172
* It is also possible to get there by trying to destroy a wall in Level 130 or destroying a window in Level 188
* Finding an unlocked door in Level 2137.5 may also lead there

### Exits

* Entering a playground will take you to Level 26
* One can also exit **Level 2138** by sleeping in the black wardrobe located near the block 871. It will transport to Level 443556
* Breaking in any basement will move you to Level 2 or Level 96
* Entering the block 29 is a way to enter Level 2138.1
* Enter an elevator to exit **Level 2138** and enter Level 2138.2
* One can enter Level 2138.3 by entering the forest on the edge of **Level 2138**

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Level 2138.2

**Level 2138.2** is a sub-level between Level 2138 and Level 2139, but closer to Level 2138.

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

## Description

**Level 2138.2** is an elevator which supports around 20 floors. Opposite the door there is a mirror. The characteristic for Level 0 buzz can be heard. This level is one of the smallest in the entire Backrooms.

## Entities

**Level 2138.2** is absolutely devoid of entities. One can hardly ever see a Smiler in the mirror, however this is only an illusion.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **Level 2138.2**.

## Entrances and Exits

### Entrances

There are currently two known ways of entering **Level 2138.2**:

* Enter an elevator in Level 2138 or The Basement to get there
* One can also noclipp into a picture of an elevator in Level 4

### Exits

There are currently two known ways of exiting **Level 2138.2**:

* Leave the elevator on any floor. You have an 80% chance of entering Level 2138.1 or The Basement and 20% chance of entering random level of The Backrooms
* Leave the elevator on the fifth floor and wait 10 minutes. You will find yourself in Level 14.

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Level 2140

**Level 2140** is the 2141st level of The Backrooms.

**Survival Difficulty: Class 1e - Environmental**
**》Safe**
**》Secure**
**》Minimal Non-Entity Hazards**

## Description

**Level 2140** is an abanoned military base, mostly empty. On its ceiling there are green neon lights. However, they do not provide very good lighting. Rooms are connected to each other with doors and various gates. Sometimes one must perform a more or less complicated operation on buttons, levers, other transitions or items to open them. Most of the rooms are big and spacious, but sometimes there are smaller, even claustrophobic ones. Hardly ever one can find something in a room, but when it happens, it is usually a military apparatus. Interestingly, some of it seems to be more developed than this, that has been achiewed in The Frontrooms yet. The entire level reaches a size of 400 km2. The only threat in **Level 2140** are rare rooms with red lights instead of green ones. If you enter one, an extremely loud alarm will sound and you will lose your hearing. All doors will lock themselves and Gas Pain will be let into the room. It will be removed after five minutes. The doors will also open, and the alarm will stop. However, the locked person will already be affected by the Gas Pain.

## Entities

There are no known entities in **Level 2140**.

## Bases, Communities and Outposts

### Base 2140

* This base belongs to the M.E.G.
* Around 30 people, non-hostile
* They will help you to get out of the level if you ask them

### The Weaponry Searchers

* This base belongs to the B.N.T.G.
* Around 20 people, non-hostile
* They look for military equipment (Mainly weapons) to sell it in other levels.

## Entrances and Exits

### Entrances

There are currently three known ways of entering **Level 2140**:

* Seeing a green light in any level of Cluster III
* Finding a black-green door in Level 2139
* Entering a "Military Base" in Level 2138.3

### Exits

To exit **Level 2140**, noclipp trough the wall. It will lead you to Level 2141.

## Entry Information

**Author:** Applestripe

**Editors:** -
Level -3

**Level -3** is the 3th negative level of The Backrooms.

**Survival Difficulty: Class 5e - Environmental**
**》Unsafe**
**》Unsecure**
**》Numerous Non-Entity Hazards**

## Description

**Level -3** takes the appearance of a small, bright room. The floor is lined with a wet carpet. Light comes out of a lamp on the ceiling. Sometimes there is a table with Almond Water and a bowl with some apples in the middle of the room. The chamber has a white door. The longer you stay there, the more tempted to go trough the door you become. After entering it you will find yourself in a narrow, incredibly dark corridor, with a similar effect to Level 6, making it impossible to see anything even with the strongest flashlights. Walls are probably same as in the starting room. The longer you stay in the corridor, the worse your sanity gets. Going back to the bright chamber is impossible, because the door automatically slams upon entering the corridor. One can see a small point of light in the distance, where is he going to. However, the M.E.G. says that the light may be only an illusion, and an unlucky wanderer who stepped into the level just goes into the void. At last he will die due to the lack of supplies and terrible sanity.

## Entities

There are no documented entities inhabiting **Level -3**.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **Level -3**.

## Entrances and Exits

### Entrances

Noclipping into a white door in Level 78 or Level -4 will lead you there.

### Exits

There are currently no known ways of exiting **Level -3**.

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Level 2894.5

**Level 2894.5** is a sub-level between Level 2894 and Level 2895.

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

## Description

**Level 2894.5** is a part of Level 2894 that is coated with grass and other plants. All trees here are chestnut trees, and they cover the entire surface of the level except of a small piece of land grubbed up by the B.N.T.G. The only exception is a big oak near to the base of the Acorn-Devotees. The level has an invisible light source, but the light is dim.

## Entities

There are no known entities on **Level 2894.5**. The M.E.G. received a few reports of entity encounters on this level, but any of them does not seem to be authentic.

## Bases, Communities and Outposts

### B.N.T.G. Deforestation Wager

* Around 20 people; 12 woodcutters
* They cut down trees and deliver the wood to the B.N.T.G.
* Often attacked by the Acorn-Devotees, but defended by the Chestnutgrad

## Entrances and Exits

### Entrances

To enter **Level 2894.5**, find it in Level 2894.

### Exits

There are currently two known ways of exiting **Level 2894.5**:

* Exiting the forest will lead you back to Level 2894
* Entering a huge cave located at the middle of the forest is also a way to exit **Level 2894.5**. It leads to Level 2895.

## Entry Information

**Authors:** Applestripe, Kasztan

**Editors:** -
Level 0.9223372036854775807

**Level 0.9223372036854775807** is a sub-level between Level 0 and Level 1, but closer to Level 1.

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

## Description

**Level 0.9223372036854775807** also known as Level Ɣ (Gamma) is a sub-level of Level 0. It is not known what **Level 0.9223372036854775807** exactly is, because research at it is practically imposible. It was discovered in 2009 by Andrey Merchan. Level doesn't have exact localization, it also doesn't have a surface, so we don't know what are we walking on. It is most likely a glitched abyss. According to the M.E.G., **Level 0.9223372036854775807** consists of multiple realities and levels superimposed on each other. It is possible that this level "absorbs" all memories of people who are in it and then tries to display them. The level sometimes is colorful, and sometimes it is black and white. However, gigantic amount of stimuli doesm't allow us to survive more than 10 minutes on this level.

## Entities

**Level 0.9223372036854775807** doesn't have any documented entities.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **Level 0.9223372036854775807**.

## Entrances and Exits

### Entrances

* Entering an orange door on Level 153
* Entering the basement of one of the wooden houses on Level 1700
* Opening the bible on the page 922 in Level 2137
* Wandering 30 kilometers in the Sector V of Level 14

### Exits

There are currently no known ways of exiting **Level 0.9223372036854775807**.

## Entry information

**Author:** Łacin

**Editors:** Applestripe
Level 26

**Level 26** is the 27th level of The Backrooms.

**Survival Difficulty: Class 6o - One Entity**
**》Unsafe**
**》Unsecure**
**》One Unbelievably Dangerous Entity**
**Level 26** is the playground from your childhood, colorful, friendly, joyful, do you still remember those moments? Immerse yourself in memories... And stay here longer... just for a while... Remind yourself your childhood years, so forgotten... buried deep in your consciousness... Do you still remember...?

## Description

**Level 26**, as mentioned above, is a playground straight from post-communist countries. Creaky swings, as colorful as benches with trash cans next to them; a merry-go-round; a slide; a wooden tower; a sandpit; a few trees nearby. Everything surrounded by a low yellow metal fence. Everything perfect for a child, except of one thing... The darkness and silence. The M.E.G. discovered that the level creates artificial memories with the place, artificial nostalgia to make you stay here longer. Behind the fence there is a sidewalk, behind the sidewalk... a flat surface of grass... endless artificial grass. It is not recommended to immerse yourself in this dark space, because he will arrive faster... He.... If you stay here for longer, you will feel longing, an indescribable terrible nostalgia... Then he will come... It is not known exactly how he looks like, his body appears to be completely dark. When he finds you... You will be lost. There will be nothing left of you.

## Entities

There is only one, extremely dangerous entity. He... I can't even describe him.

## Bases, Communities and Outposts

There are no known bases, communities or outposts in **Level 26**.

## Entrances and Exits

### Entrances

There are many entrances... not all have been discovered yet. I will only mention the most important.

* One has a 0.001% chance of getting here by noclipping in any level
* Entering a playground in Level 9, Level 11, Level 24, Level 322, Level 2138, Level 5713, Level -97, Level -102 or Level-5874 will lead you there

### Exits

There is only one unconfirmed exit. Somewhere in the darkness, there may be a hatch that will take you to an unknown level.

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Level 2

**Level 2** is the 3rd level of The Backrooms.

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

## Description

**Level 2** consists mainly of dark, grey, concrete maintenance tunnels, stretching on for millions of miles. The walls are lined with pipes and occasionally ventilation ducts, which often contain a thick viscous black liquid. Doors can sometimes be found, but most are locked or lead to dead ends. These rooms typically house shelves with random assortments of objects, occasionally computers.

In certain parts of hallways in **Level 2**, the heat can become unbearable, reaching 43 °C (110 °F) or higher. This is usually in areas where the machinery is the loudest, typically at the ends of hallways.

## Entities

The Entities found in this Level are some of the most dangerous in The Backrooms. Noises can be heard from the vents, which are caused by Crawlers. You can also find Mark in employee bathrooms in **Level 2**. Other beings here include Smilers, Child Facelings, Clumps, Hounds, Male Deathmoths, Wretches, Plague Goblins, Bursters, and Skin-Stealers. The only thing you need to know, and can know, is to run away the moment you see one. The Entity shown in the picture above has not been identified, and the fate of the original photographer is unknown.

## Bases, Communities and Outposts

### The Survivors

* Around 29 people
* Associated with The M.E.G.
* Friendly and open to trading
* They explore the level
* Their leader is named Austin
* They hold their supplies in wooden crates found in Level 1
* They were the first to discover the Wretch
* This group often has conflicts with the Followers of Jerry

### Office Space EL3A

Office Space EL3A is an office space in **Level 2** home to around 30 members of the B.N.T.G.

*For more info, see: Office Space EL3A*

## Entrances and Exits

### Entrances

There are currently three known ways of entering **Level 2**:

* **Level 2** is one of the only Levels in the Backrooms that can be directly accessed from normal reality
* You can come across **Level 2** by exploring for long enough in Level 1
* It can be also accessed from Level 2138 by breaking in any basement

### Exits

There are currently three known ways of exiting **Level 2**:

* Contrary to popular belief, not all of the doors on **Level 2** are locked, or lead to dead ends. Some can lead into Level 3, Level 4, and occasionally back to Level 1
* Finding a comically proportioned multi-coloured door that's unlocked will lead to Level 283
* If you no-clip into an extremely hot area in **Level 2**, you can wind up in Level 2.1

## Entry Information

**Author:** Applestripe

**Editors:** -

Some partes of the entry have been copied from The Backrooms Wiki.
List of Artists on the bot

List is in Alphabetical Order to make it easier to navigate.
Numbers are based on how the number is said according to the Korean name.
Subunits are being counted separately.
Solo section includes any & all solo eras.

## Boy Groups

* A.C.E
* AB6IX (OT4)
* DAY6 (even of Day)
* E'LAST
* E'LAST U
* EXO-CBX
* ONF
* OnlyOneOf
* SHINee
* Stray Kids (OT8)
* Superkind
* Tempest
* The Boyz
* TVXQ! (OT2 eras)
* 2PM
* Tomorrow X Together (TXT)
* Xdinary Heroes

## Girl Groups

* aespa
* ALICE (formerly ELRIS)
* BLACKPINK
* Cherry Bullet
* Fanxy Red
* f(x)
* Gfriend
* GWSN
* ITZY
* IZ\*ONE
* K/DA
* Kara
* Kep1er
* Le Sserafim (OT5)
* LOONA
* Lovelyz
* Rocket Punch
* STAYC
* TWICE
* 2NE1
* WJSN
* WJSN Chocome
* WJSN The Black

## Coeds, Soloists, and other misc.

* IU
* Taemin
* Ryu Sujeong
* Kwon Eunbi
The Backlanguage/Dictionary

***NOTE:*** This is a page about the vocabulary of The Backlanguage. To read the general information about the language and its grammar, visit this page.

## Greetings and Farewells

**Benus Donus** - Good Morning *(Phrase)*

**Benus** **Åbetran** - Good Afternoon *(Phrase)*

**Nakte Benus** - Good Night *(Phrase)*

**Salwas** *(To one person)* **/ Salwaty** *(To two or more people)* - Hello *(Verb)*

**Taras** *(To one person)* **/ Taraty** *(To two or more people)* - Bye *(Verb)*

## Personal Data

**Sem ... jam** - I am ... *(Phrase)*

**Nassi ... jam** - I am called ... *(Phrase)*

**Ess ... minæ nome** - My name is ... *(Phrase)*

**Põmei set ... jam** - I come from ... *(Phrase)*

**Meški wi ... jam** - I live in ... *(Phrase)*

**Håti ... losi** - I am ... years old *(Phrase)*

**Ess tzosæ nome tibæ?** - What is your name? *(Phrase)*

**Põmei tzori tuu?** - Where do you come from? *(Phrase)*

**Meški tzer tuu?** - Where do you live? *(Phrase)*

**Håti kal losi tuu?** - How old are you? *(Phrase)*

## Family

**Radne** - Family *(Noun)*

**Patir** - Father *(Noun)*

**Pat** - Dad *(Noun)*

**Mætiš** - Mother *(Noun)*

**Mæš** - Mom *(Noun)*

**Oluund** - Parent *(Noun)*

**Dader** - Grandfather *(Noun)*

**Dad** - Grandpa *(Noun)*

**Awssa** - Grandmother *(Noun)*

**Awa** - Grandma *(Noun)*

**Darluund** - Grandparent *(Noun)*

**Bråt** - Brother *(Noun)*

**Sabråta** - Sister *(Noun)*

**Bråtase** - Siblings *(Noun)*

**Æncil** - Uncle *(Noun)*

**Æncila** - Aunt *(Noun)*

**Kašer** - Cousin *(Masculine) (Noun)*

**Kaš** - Cousin *(Feminine) (Noun)*

**Åtzus** - Husband *(Noun)*

**Wiža** - Wife *(Noun)*

**Žin** - Son *(Noun)*

**Dina** - Daughter *(Noun)*

**Kuunde** - Child *(Noun)*

**Wonźin** - Grandson *(Noun)*

**Wondina** - Grandaughter *(Noun)*

**Wonkuunde** - Grandchild *(Noun)*

## Occupations

**Arkuser** - Architect *(Masculine) (Noun)*

**Lekuser** - Doctor *(Masculine) (Noun)*

**Bussuser** - Bus driver *(Masculine) (Noun)*

**Cõruser** - Driver *(Masculine) (Noun)*

**Fotuser** - Photographer *(Masculine) (Noun)*

### Feminine forms

**Arkuser** *(Masculine) (Noun)* ---> **Arkusera** *(Feminine) (Noun)*

**Lekuser** *(Masculine) (Noun)* ---> **Lekusera** *(Feminine) (Noun)*

**Bussuser** *(Masculine) (Noun)* ---> **Bussusera** *(Feminine) (Noun)*
Future Sight event

Future Sight is the name of an event in the bot. It currently has no set schedule.

## Event Description

These groups aren't even in the bot yet, but, here is an event for them! Cool, right? This is the only time you can get a card for a group before they are officially on the bot. These collections are incomplete, however. So, keep this in mind as you try for this event!

## Notes

* This event was the first official event on the bot, in which the artists involved were Superkind, IU, SHINee, Taemin, GOT7, and TWICE.
	+ This first version of the event also started the video updates, uploaded to the mememkyu YouTube channel which belongs to the head dev of the bot.

## Things

Superkind, IU, SHINee, GOT7 & TWICE's event
Level 2139

**Level 2139** is the 2140th level of The Backrooms.

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

## Description

**Level 2139** is a system of infinitely long and tight corridors. In the middle of one there may be a white door. Most of them are unlocked, but sometimes there may be a locked one. The walls that separate the corridors are extremely massive and hard, so breaking one is impossible. In the level there is a characteristic gray carpet, that smells like stale food. There are also wall lamps, which buzz like those from Level 0, and the walls are yellowish. Lamps do not always work, which makes that sometimes you may find huge dark corridors. It is estimated that **Level 2139** has even 500 000 km2.

## Entities

Entities that can be found in **Level 2139** are Hounds, Facelings, Smilers, Skin Stealers, Death Rats, Deathmots and Windows.

## Bases, Communities and Outposts

### M.E.G. Base 2139

* This base belongs to the M.E.G.
* Around 15 people
* Liquidated in 2012, base has been restored in 2021

### Envoys of the God

* Around 30 people
* Related to "The Slaves of the Truth" from Level 2138.1
* They say that they found an entrance to The Frontrooms
* Actually a sect, they worship a watermelon as a god

## Entrances and Exits

### Entrances

There are currently two known ways of entering **Level 2139**:

* Level 743 can randomly transform into **Level 2139**
* One can also enter **Level 2139** by entering one of the flats on the floor 240 of Level 2138.1

### Exits

There are currently three known ways of exiting **Level 2139**:

* Finding a black-green door will lead to Level 2140
* If you enter a white door in the middle of a corridor, you have a 5% chance of getting to Level 24 or Level 2141
* Sometimes one can find a pink ramfication of a corridor. After reaching the end of one you will find yourself in Level 974

## Entry Information

**Author:** Łacin

**Editors:** Applestripe
Level 4

**Level 4** is the 5th level of The Backrooms.

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

## Description

**Level 4** resembles an empty office building, though it is almost completely devoid of furniture. Some rooms on this level have windows, though most of them have been completely blacked out. Any windows that have not been blacked out are considered traps and should be avoided at all costs.

**Level 4** is the best place to meet other people and find supplies. It is also the level where Almond Water can be found most frequently. Before attempting to move on to the next levels, it is recommended that you stock up on Almond Water: it will be needed, especially in Level 5 and Level 6.

## Entities

**Level 4** is mostly devoid of entities. Hounds and Dullers are the only ones to have been observed. One person claimed they saw a Smiler, but no evidence exists. Because of this lack of beings, there are lots of people on **Level 4**. Scattered around this level, water coolers, vending machines, and fountains containing Almond Water can be found. **Level 4** is very easy to escape from (and also return to).

## Bases, Communities and Outposts

### M.E.G. Base Omega

* The second main base of The M.E.G.
* This is where the other half of the group's Teams live
* Close to one of the entrances of Level 5 and Level 6
* Heavily guarded

### Amor Incrementum

* A religious cult that worships agriculture
* One of the smallest groups in The Backrooms, having only around 10 members
* The only plants they grew were various species of mould, harvested from walls in Level 0 and Level 1
* Incredibly hostile and not normally up for trade (unless you have religious objects - such as objects depicting Jesus or other religious entities - in which case they most likely *would* be willing to trade)

### T.B.D. (To Be Determined)

* A very small group with only 6 members
* Likes to hoard various objects and items for themselves
* Will ignore you unless you try to interact with them
* They only trade for really strange objects that don't really have a function

## Entrances and Exits

### Entrances

There are many ways of reaching this level:

* You can get here from Level 3 using the elevators, or by finding a door in Level 2 that is unlocked
* No-clipping into a wall in The Hub is also a reliable way of entering **Level 4**
* Falling through The Pit in Level 283 has the chance of teleporting divers through the ceiling of **Level 4**

### Exits

* **Level 4** has occasional exits that lead to Level 5 and Level 6. Most exits take the form of office-style stairways or occasional elevators that may even lead back to Level 3
* Rarely, stairs leading to a basement can be found, and these go to Level 71. As with almost all exits in the backrooms, once you lose a direct line of sight with it, it may disappear unexpectedly
* One can also no-clip into a picture of elevator to get sent to Level 2138.2

## Entry Information

**Author:** Applestripe

**Editors:** -

Some parts of the entry have been copied from The Backrooms Wiki.
Avatar

# $875

Appearance:

`The user has a special idle.`

Title:

Avatar

Moveset: Bending

* *LMB* - Bending Combo - `The user first strikes the target with an air gust, then the user blasts them with dual fire blasts, and finishes it off with a rock pillar, deals Decent DMG in total.` Blockable - Combo Extender
* *E* - Hydro Bullets - `The user shoots forth a rush of water bullets at the target, each one goes to the selected area by the user's cursor, deals Great DMG in total.` Blockable - Combo Starter / Zoning Tool
* *R* - Scorching Asphalt - `The user rises a pillar from the ground below them, the user then strikes it with fire, causing a singular flaming rock to shoot out from it, deals Decent DMG.` Guard Breaks - Zoning Tool / Combo Ender
* *T* - Eruption - `The user jumps high up into the air, and then slams down with a gust of flames, causing a giant explosion, sends any target's away, deals Great DMG.` Guard Breaks - Combo Ender / AOE / Get off Me Tool
* *G* - Roaring Voltage - `The user jumps into the air, the user then sends down a vortex of wind and lightning onto the ground where the user's cursor selected, dragging in any nearby targets into the eye of the vortex, dealing Decent DMG in total.` Blockable - Combo Starter / Zoning Tool / Punishing Tool / AOE
* *H* - Azure Combination - `The user first blasts the target with a huge flame, burning them and then follows up with a giant blue flame blast, then finishes it off with another fire blast, deals High DMG in total.` Blockable - Combo Extender / Zoning Tool
* *V* - Judgement - `The user rises up a tall rock pillar from the ground, anyone hit by it will then be impaled by the rock, while the user strikes them with a huge lightning beam, deals High DMG in total.` Guard Breaks - Ultimate

Stats

`Strength` - *80.2%*

`Defense` - *98.4%*

`Stamina` - *79%*

## Trivia

* `Ironically enough, UCA has a long history of "fire" elemental characters being overpowered, it was a special case for Avatar due to Azure Combustion (H move) being the only fire element move and yet one of the most OP combo starters/extenders in the entire roster.`
Update 0.2.8

### Overview

This update is a small update which fixes the issue where the game would freeze/stutter whenever a vehicle was damaged, at some point an update to stormworks caused a function I used, s.getVehicleData() to cause these freezes whenever it was called many many times within the same tick. Extremely sorry for the inconvenience this issue caused.

With this update I'd like to make an announcement, **0.3.0 is pretty much ready for a pre-release**, on Monday (1 August 2022) is when I plan to have this pre-release out on the workshop (I will make an announcement when its released). The pre release will be a different item on the workshop. The pre-release may not have all of the features of the full release, and expect frequent errors which could range from just a simple error which you can fix by reloading, to errors which causes you to create a new save.

As well, with 0.2.8 I've added the GNU General Public License v3 License, this will not affect you or the gameplay in anyway, The main reason I added this license is so anybody who redistributes the addon, modified or not must disclose the source code. (Basically it just ensures that this open source addon, stays open source)

### Main

* *Optimisation* - Optimised onVehicleDamaged(), now it wont try to check if its an AI vehicle if it knows its a player vehicle.
* *Rework* - onVehicleDamaged() when the player is damaged, it will now only check squads which are set to engage for an increased chance to be spawned.
* *Fix* - Fixed freeze/stutter whenever a vehicle was damaged

### Health System

* *Rework* - Planes and Helis no longer have to be sunk into the ocean whenever Sinking Mode is enabled.

### Other

* *Other* - Added GNU General Public License v3 in the form of vehicle\_0.xml (I would make it a LICENSE file, however sw removes any file thats not named with its specific format)
* *Other* - Added "Copyright" (Copyleft more like) notice in the script.lua file
* *Other* - Added nameous' vscode extension credits, as without it, the addon would not be where it is at now.

### Backwards Compatability

* *Compatability Status* - Should be directly compatible with 0.2.7, no need to create a new world.
The Backlanguage

**The Backlanguage** is a language that one immediately learns after entering The Backrooms. It is the most common language spoken in this dimension. One from The Frontrooms can also learn it.

*Langin Talromus*
 Genetic Classification
 Official Language
 Sentence Order

## Alphabet and Phonetics

Digraphs
 ss
 eo
 uu

Phonetically Irregular Symbols
 Rr
 eo
 uu

If you have a problem with pronouncing, visit ipachart.com.

## Persons

 2nd | Tuu
 3rd | Ger, ši, æs

## Parts of Speech

### Noun

#### Masculine Gender

Masculine nouns are ended with any consonant. To make a plurar, add an *i* letter at the end of the word. Example: *kert, kerti* (Page, pages).

Cases:

Masculine cases (Example: *burk* - dog)
 Gener
 Atzker
 Wocat

#### Feminine Gender

Feminine nouns are ended with *a* or *aš*. To make a plurar, replace the *a* with an *ã*, or if the word is ended with *aš*, add an *å*. Examples: *laka, lakã* (Spoon, spoons); *flaš, flašå* (Floor, floors).

Cases:

Feminine cases: Option 1 (Example: *myška* - mouse)
 Gener
 Atzker
 Wocat

Feminine cases: Option 2 (Example: *kitaš* - cat)
 Gener
 Atzker
 Wocat

#### Neuter Gender

Neuter nouns are always ended with *e*. To make a plurar, add an *o*. Example: *jajce, jajceo* (Jajko, jajka).

Cases:

Neuter cases (Example: *nutzete* - chicken)
 Gener
 Atzker
 Wocat

##### Non-gender form

Nouns in The Backlanguage have also a non-gender form, used to describe individuals with unknown gender or groups with different ones. Nouns in this form work like the masculine ones, but they use different adjectives.

##### Cases

1. Nomer, responding questions *who? what?* (There is a *dog*)
2. Gener, responding question *whose?* (*Dog's* house)
3. Atzker, responding questions *who? what?* (I see a *dog*)
4. Wocat, calling someone or something (*Dog*, come here!)

### Verb

Verbs in The Backlanguage are declined by persons and tenses:

#### Declining verbs by persons in *Tema Teraš* (Present)

Example: *Magric* (To say)
person

### Adjective

Adjectives in The Backlanguage are declined by genders:

Example: *Abigus* (Big)
 Feminine
 Neuter
 Non-gender *(Used to describe objects with unknown gender or groups of them with varying ones)* | Abig

Adjectives are always written with a **C**apital **L**etter!

## Dictionary

See a dictionary of The Backlanguage here.

## Entry Information

**Author:** Applestripe

**Editors:** ArwayObamaGaming
AI vehicle IDs

## What is a vehicle ID?

Vehicle IDs are numbers that are assigned to each AI improved conquest mode spawns. You can use these to specifiy a exact vehicle in commands that require it (For example: The "delete\_vehicle" command)

## How to get vehicle IDs

**STEP 1:** Open your chat, and type in "?impwep debug map". For more information, please refer to Commands.

**STEP 2:** Open the map, find the vehicle you want to get the ID for, and hover over it.

**STEP 3:** See that label under the name of the vehicle that says: "Vehicle ID:"? the number after that is the ID.
Commands

### **How to type a command**

To open the command window, press "Enter" on your keyboard. If this doesn't work, check your key binds under "Multiplayer" in the stormworks settings menu.

### **Basic Commands**

Note: All commands start with *"?impwep" or alternatively, "?icm"*

<> = Required

[] = Optional

& = And

"" = Literal string, not a variable, " is not included in the command

## **Permission Levels**

### **Normal**

A permission level of normal means that all players has access to this command.

Normal commands are usually just commands to get info on the addon, such as its version, times its been updated, and it's update history.

### **Admin**

A permission level of admin means that the player needs admin to use the command, you can give a player admin via `?add_admin <peer_id>`

Admin commands are usually things like debug and/or cheats, that can do things like show the enemy's positions, delete enemies, spawn enemies, and change settings.

### **Host**

A permission level of host means that the player has a peer\_id of 0, for dedicated servers, there is no host, so you may have to load the save into singleplayer to execute host only commands.

Host commands generally are commands that are very dangerous, that can completely break the addon and the save.
Updates

This page contains some info on all of the updates to Improved Conquest Mode with links to their respective page which includes their change log.

There's been a total of 15 Updates to Improved Conquest Mode, and 18 if you include updates to the pre-release.

### Pre-Release Updates

Up to date with version 0.3.0.77
 0.3.0.76
 0.3.0.77
 0.3.0.86 | The 1.6.x Compatability Update
Installing a development version

## Manually

- Go to the addons github here: https://github.com/Toast732/sw\_improved\_conquest\_mode

-Click the green "code" button located on the top right and click the download ZIP option.

-Go to your downloads folder and unzip the file. (Right click > Extract All... > Click "Extract" at the bottom of the window that pops up)

-Delete the ZIP file and open the new folder. It should look like this:

-Delete everything but the "Addon" folder and open it

-Delete the following: "main.lua", "librarys", ".gitignore"

-Open: \_build > out > release. There should be a file named "main.lua", rename it to "script.lua"

-drag the file you just renamed to the addon folder that has all the vehicle XMLs

-delete the \_build folder

It should now look like this:

-rename the folder that is named "Addon" and contains all the XML files and the script.lua file to "ICM Development Version"

-Now press Windows key + R to open the run window and type this in: %appdata%\Stormworks\data\missions

-copy and paste the folder you just renamed into the Stormworks data folder you just opened up

Done! You have successfully downloaded the development version manually. Note: You will need to repeat this process each time there is a dev version update if you want to stay up to date.

## Automatically

Contact Toastery on the addons discord server and ask to be a Private Alpha Tester, and you will be able to get the workshop link for the private alpha. Not going to give it here because idk if im allowed to.
Cargo Mode

## Production

Some bases slowly produce some resources over time, and others require another resource to work. Players can take the stored resources in a base from the side of the capture point truck.

## Convoys

If a island is low on resources, the AI will try to send out a convoy. These convoys can be intercepted to prevent the AI from resupplying. You can also steal the resources that the AI were transporting similar to how you take them from the bases.

Note that convoy escorts are preferred by the AI, but not required.

## Uses

The AI use resources to make their vehicles. This is the equation used to determine a vehicles cost: (voxels^0.8\*1.35+mass^0.75)/2.

## Resources

* Oil
* Diesel
* Jet Fuel
Update 0.3.0.69

## Update 0.3.0.69 (The Logistics and Optimization Update) *pre-release*

### Overview

After about 5 months of on and off work on this update, it's finally here! 0.3.0 has many new features, the main one being convoys! this update has also doubled the amount of enemy AI vehicles you can encounter! The land AI has also been rewritten completely, and they should now function alot better, and are easier to modify on the backend. (huge thanks to trapdoor, quale and woe for helping with this)

On top of this, 4 new capture points have been added! Small Oil Rig, Dean Hall, Thales Cavern and Garrison Toddy!

as well as some new features, there's also been alot of optimisations, in fact alot of the script has been rewritten for better performance and readability, the changes have dropped the script usage from about 0.3ms to 0.1ms, making the mod alot more lighter!

there's been also alot of changes to the way commands are done, for example, instead of "?impwep sv BOAT\_-\_DESTROYER" you can now just do "?impwep sv destroyer"

there's alot more than mentioned here, for full changes, reference the change log below. And if you have any questions, feel free to ask me.
Debugs

## Map debug

Map debug shows all the enemy AI locations and all their associated data. Like for example: where they are going, what they are doing, etc. Map debug also shows extra information while hovering over capture points.

## Chat debug

Chat debug basically spams chat about what the mod is doing. Nothing special here.

## Error debug

Same as chat debug except it only shows errors and warnings, making it extremely useful for finding bugs and issues without chat spam.

## Profiler debug

Profiler debug measures how long each section of the addon are taking to run. This is used by toastery to optimize the addon, as well as reporting/detecting performance related bugs.

## Graph Node debug

This shows every Graph Node on the map. Graph Nodes are invisible points used by the addon to pathfind for the AI, so they know where to drive and how to get to places. Light green points are Graph Nodes for the vanilla game and dark green points are Graph Nodes for the NSO stormworks mod.

## Driving debug

Shows the paths ahead that it's considering for its speed, and coloring each depending on how much that specific path is currently slowing it down. they slow them down depending on the angle to the path (slows down for turns). also shows where it's trying to drive to on the path. Shown on map
Update 0.0.1

Released on 17/01/2022 Eastern Time

### Capture Points

* *Fix* - Fixed issue where the AI and Players were unable to undo each other's capture progress
* *Rework* - Capture speed now scales depending on the amount of Players or AI Capturing the point (1 = 100%, 2 = 150%, 3+ = 175%)
* *Rework* - Players have an increased capture radius (from 3m to 15m)
* *Rework* - Players and AI now have separate capture radiuses depending on whether they're attacking or defending (For AI: 1500m defending, 1000m attacking. For Player: 300m for defending, 15m for attacking)

### Destroyer

* *Feature* - Added dynamic sinking system
	+ When a large impact is detected, opens a hatch that starts flooding the ship faster
	+ When the temperature around the engines gets above 100 degrees, it opens a hatch, making the ship sink faster
	+ When any water is detected inside, it fires off a flare, and starts sounding the alarm
	+ If the vehicle is filled with 1/16th of water, it will open a large hatch, causing the boat to sink even faster

### Eurofighter

* *Rework* - The guns can now rotate up and down very slightly, as the AI no longer locks onto the player
* *Rework* - It can no longer pull extremely sharp turns
* *Rework* - now strafes instead of divebombs
* *Rework* - the drop tank now functions, and will drop when its near empty
* *Rework* - the missile pods are now able to be fired, and will automatically drop from the jet when all rocket pods are empty (12 missile pods)
* *Rework* - can now fire homing missiles (4 total)
Settings

Improved Conquest Mode has many settings, to allow the user to tune things to how they like it.

### Changing Settings

#### World Creation

Settings can be changed when creating the world. This can be done by clicking on Improved Conquest Mode (Not the toggle), and then on the right will appear a bunch of toggles and sliders for you to change to your liking!

*Note: This method is **not** possible for dedicated servers, please see the command method.*

#### Command

If you find that you want to change a setting after you've created the world, or maybe you're running a dedicated server (which cannot change settings on the world's creation), then you can use this command method.
Islands

In Total, there are 19 islands in Improved Conquest Mode, 2 of which will be permanently held by the Player and AI factions. Below is a list of all the islands and some key info on them. There's links to interactive maps so you can see where the capture points and turret spawns are.

*Up to date with Version 0.2.7*
Jimmy Waltz

Jimmy Waltz participated in the second season of The Amazing Race, placing first, finishing the final leg mere seconds before the Farmers

Why Jimmy joined the joined the show:

"I Joined the show because a friend told me about it and I just wanted to do something."

Jimmy's words after narrowly winning the race:

"So, that was super close and I got lucky with that last face so I think that was a pretty good round. I think everybody did a great job."

This character is owned and was played by doge noob#8156
Ran

Ran was placed on team Walaha when the game started, playing well through the first challenge and doing good through the first few eliminations, until he made enemies with Jacob Lowley after Jacob used a Vote Steal advantage on Ran, which got him voted off (Votes 4-3-1). Ran lost Redemption to Klaze and was placed on the jury, where he voted for Bob

This character is owned by and was played by GarlicBread#4539
RBSurvivor Wiki

**Welcome to the RBSurvivor Wiki!**
Look at everything here:

Special:AllPages

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

## Featured articles

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

*Need help building out this community?*

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

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

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

Hunk is quite recognizable from a popular comic and movie series "The Avengers" but who cares about them, it's Hunk.. nobody cares about him either. In Hunk's time on RBSurvivor he made 2 enemies a few friends and somehow caught himself first place in the games. Hunks enemies are known as Garlic and Luis Denn, his allies were Bryce, Jack Denn and Hubert Blaine Wolfe­schlegel­stein­hausen­berger­dorff Sr. His enemies were made from last season when his previous personality, Bote, made enemies by insulting Ran, (Garlic's friend) during his elimination, and so the three held a grudge against each other since. Luis Denn hates Hunk due to a misunderstanding during RBSurvivor Season 2 when there was a tie between Hubert and Luis, Hunk was friends with both and was waiting for the tiebreaker to end so he could use his super safety advantage and save them both from elimination. But an accidental use was made when the tiebreaker was announced which had Hunk in an stressful predicament as he had to decide on who to keep safe, his ally or his friend. Hunk made the decision to save Hubert as Luis was not with Hunk for the game, as Luis left he was upset and angry at Hunk resulting in an impenetrable hatred toward Hunk.
Level 5096

# Level 5096: "Slaugherhouse"

**Survival Difficulty: Class Deadzone**
**》Severely Dangerous**
**》Level Progressively Collapsing**
**》Loaded up with Entities**
Level 5096 is a hidden level in the backrooms, and not egnamatic.

Level 5096, AKA Slaugherhouse is in areas. We will start with Area 1.

# Area 1:

**Survival Difficulty: Class 2e - Environmental**
**》Unsafe & Unstable**
**》Minimal Entity Count**
**》Minimal Non-Entity Hazards**

Area 1 is a small labyrinth with short hallways, and it's very red. If you decide to come across a long hallway you are entering Area 2.

Some of these rooms could have atleast 5 entities

Or Even 8.

Sometimes Crates can spawn that can contain the following:

Flashlight (50%)

Almond Water (20%)

Almond Water 3x (10%)

Any Weapon (5%)

The Black Cube (1%)

The Black Cube is a small, black cube you give to any entity and it will kill all of those entities. For example, is you gave one to a hound, all hounds in the level will instantly die.

Also A rare create could spawn:

Almond Water 3x (70%)

Any Weapon (20%)

The Black Cube (10%)

Also with a 2% chance of spawning, The Black Cube could just randomly spawn.

# Area 2:

**Survival Difficulty: Class 1**
**》Kinda Safe**
**》Unstable**
**》Devoid of Entities**

Area 2 is just an abyss, that you can just somehow walk on, look for a door and I dare you to enter to area 3... also no creates spawn here and the door is rare. Once you find the door, there's no going back.

# Area 3...

**Survival Difficulty: Class 6**
**》No safety in any corner**
**》No Escape**
**》Over 100 Entities spawn per second**

Area 3 is so red that you cant see, and could be dead by the first few nanoseconds. After 30 seconds of surviving, you will be teleported to Area 4. Area 4 is more than just Deadzone...

N/A

N/A

N/A

N/A

N/A N/A

a

nn

a

/

# Area 4...

**Survival Difficulty: Class Deadzone**
**》N**
**》/**
**》A**
Area 4 is even more red and the survival chance is 0%. If you have made it this far. Be careful, 1 more minute left

# Area 5:

It's not possible, You've beaten the level. But how?

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

Just like Area 2. But more stable, and the door is easier to find. And it's brighter. Once you find the door. Great Job bud. You DID it!

# Entrances and Exits:

Entrances

1. Successfully beat Level !-!
2. Find the secret path in Level !

Exits:

1. Just do it...