recursal/Fanatic-Fandom huggingface dataset:
Level 11

***Level 11*** is the 12th level of Enter The Backrooms, where you see buildings stretch out toward the sky.

## Description:

**Level 11** is an infinite city populated with buildings and skyscrapers. All buildings have an entrance, meaning you can enter, and you will see an elevator in the middle inside the building. Elevators can go up and down floors. Most buildings at their entrance have a sign with a color on the background and written text with random letters, and there may also be places where buildings have a stone-like texture. Boxes are uncommon as they only spawn in the structures of level 11. The ambiance of level 11 consists of an eerie, echoing ambiance.

See Level 11 SUB LEVELS for information about this level’s sub-levels.

### Entities:

**Level 11** has a very low spawn rate of Entities while the event is not in effect.

* Dullers (0.001% base chance of spawning normally; increases to 20% during the event)
* Clumps
* Smilers
* Partygoers (only from boxes)
* Sentinel Rifts
* Face-lings (both wandering the streets and in some floors of buildings)
* Insanities

#### Events:

**Level 11 only has one event currently,** which can occur at random. This event involves the day turning immediately tonight while playing a siren sound and will make entities able to spawn throughout the level. All building entrance signs will be written "RUN" in red with a black background until this event end.

## Entrances:

* Entering a door in Level 10 will bring you here.
* Entering a rift in Level 12 will bring you here.
* Falling in the darkness in Level 19 will bring you here.
* Getting a D ranking in the yellow arcade machine in level 25 will bring you here.

## Exits:

* Entering elevators within buildings has a 20% chance to take you to Level 1, Level 3, Level 5, and 40% to Level 13.
* Entering doors in alleyways has a 50% chance to take you to Level 9 and a 25% chance of taking you to Level 15 and Level 17.

* Entering a rift will take you back to Level 10.
* If you fall to death, instead of respawning in Level 11, you will go to Level 0 and will save your game, effectively resetting your progress unless you have a key.
* If you interact with a TV it will take you to Level 12.

* If you enter the manhole will take you to Level 7.

## Tips:

* If a blue wisp goes through a building and suddenly disappears, indicate that an exit is on one of the floors in the building.
	+ If you're having trouble finding one, just go out a long distance (around 35k-50k units out) and check the central pillar with the elevator in larger buildings. There's a high chance you'll find the exit to Level 12 before you reach the top of a large building.

 *- Level 10, Level 11, Level 12 -*
Level -5

**Level -5** is the **6th** negative level of **Enter The Backrooms**.

## Description:

**Level -5** is an infinite snowy field covered with large stone structures hovering or stationed at the ground. Undoubtedly, **Level -5** is so open that you can easily find Rifts in the distance. **Level -5** is safe, as entities rarely appear. Upon entering, you can hear a relaxing cacophony throughout the level.

### Entities:

* Dullers

* Insanities

* Corruptors

* Menders

#### Events:

**Level -5 only has one event currently,** which can occur randomly. This event involves the sky pouring an endless amount of Dullers around the player for 20 seconds. (Note: This event can cause frame rates to drop severely or slightly.)

## Entrances & Exits

### Entrances:

* The only entrance is using a Rift on Level -4.

### Exits:

* The only exit is using a Rift that will bring you down to Level -6.

 *- Level -6, Level -5, Level -4 -*
Corruptors

**Corrupters** only spawn on negative levels and they are the opposite of Menders. When a **Corrupter** is touched, they take away 10% of your total stability which can be problematic if it is already low.

If you have only 10% or under 10% stability left, touching one of these entity's will send you back to Level 0 with no way to recover your last save since the game saves just as you enter, which may be frustrating as you have to redo going down the negative levels. You will know a **Corrupter** is around you by the high-pitched glitchy sounds it will make.

**Tips:**

* **Corrupters** spawn more the further you go out in level, which also means your stability will be lower. Keep an ear out for the sounds the entity makes
* **Corrupters** can go through walls, make sure you try not to corner yourself in some of the claustrophobic negative levels.
I Wanna Be Your Slave

**I Wanna Be Your Slave** is a song by Måneskin on the album Teatro d'ira: Vol. I.

## Alternate Versions

An alternate version of the song was released on 05 August 2021, with Iggy Pop featuring on vocals.

## Performances

* 2021-12-09 X Factor Italia Appearance
* 2022-01-22 - Saturday Night Live

## Official audio

* I WANNA BE YOUR SLAVE official audio on YouTube

### Alternate versions

* I WANNA BE YOUR SLAVE featuring Iggy Pop official audio on YouTube

## Official videos

### Music video

* Måneskin - I WANNA BE YOUR SLAVE (Official Video) on YouTube

### Other performances

* I MÅNESKIN cantano MAMMAMIA, I WANNA BE YOUR SLAVE e ZITTI E BUONI on YouTube
Facelings

Facelings are faceless people who are passive and can trade. They can be found in dens, outposts, archives, and rooms. Once you find a Faceling, you’re able to interact with the Faceling to trade. Faceling trades are completely randomized to artifacts, special items, or supplies. Most Facelings like getting traded with books, so keep those books to trade, and try to find a Faceling that gives the best offer.

There are two type of Facelings currently:

* Facelings which cannot be interacted with as they are constantly moving.
* Facelings which can be interacted with as they spend the majority of their time standing still.

Game Developer showcasing a preview of the Faceling before it was released:

Currently known faceling trades:

* Level Key for the current level for 10 of a random item

* Random Artifact for 8-10 of a random item

* Trading items 1:1 for a different type

* "Value Trades" in which you trade items 2:3 for other items

* Active item for 3-6 of any random item
* Bag upgrades for 10/15/25 books

Levels in which Facelings have currently been found: (note: they spawn extra often in Level 11, on the sidewalks

* Level 0
* Level 1
* Level 3
* Level 4
* Level 5
* Level 11
* Level 20
* Level 30
* Level 33
Zitti e buoni

**Zitti e buoni** (English: Shut Up and Behave) is a song by Måneskin on the album Teatro d'ira: Vol. I. With this song, Maneskin won the 2021 Eurovision Song Contest.

## Performances

* 2021 Sanremo Music Festival
* 2021 Eurovision Song Contest
* 2021-12-09 X Factor Italia Appearance
* 2022 Sanremo Music Festival

## Official videos

### Official audio

* ZITTI E BUONI on YouTube
* ZITTI E BUONI (Eurovision Version) on YouTube

### Music video

* Måneskin - ZITTI E BUONI (Official Video – Sanremo & EUROVISION 2021 Winners) on YouTube
* Måneskin - Zitti E Buoni - Italy 🇮🇹 - Official Music Video - Eurovision 2021 on YouTube

### Other performances

* Måneskin - Zitti E Buoni - Italy 🇮🇹 - First Semi-Final - Eurovision 2021 on YouTube
* Måneskin - Zitti E Buoni - Italy 🇮🇹 - Grand Final - Eurovision 2021 on YouTube
* Måneskin - Zitti E Buoni - Winners Performance - Italy 🇮🇹 - Eurovision 2021 on YouTube
* I MÅNESKIN cantano MAMMAMIA, I WANNA BE YOUR SLAVE e ZITTI E BUONI on YouTube
Level 404

# Level 404 - True Ending

Level 404 serves as the true ending level therefore there are no levels past this, note: this is one of two levels that act as an ending, the other level being Zenith.

## Description:

Level 404 is a flat plane made up of enlarged glitch textures, while also enlarged colorful geometry floats about, you can not collidle with the shapes as they are just decorations. In Level 404 the fog color is a pure white and is at a large distance away from the player, and items can't be found or used here. When you enter Level 404 text will show up on your screen telling you about the ending, after doing this the game will boot you back to Level 0 with the "Error 404" achievement. This level is also a level which is from the Version V update and is not able to be selected through the sandbox menu. As mentioned before text shows up on the level and the text reads as follows:

```
**More lost than ever before, It has stumbled to yet another level. However, It did not feel lost. It had knew what It had been looking for. Not an ending, but an edge. Not a place, but a space. Not a home, but where it belongs. Whether or not It thinks Its journey has ended, It should know there was never an end. Such concepts of reaching destinations are not permitted here. It does not need them. It may be done filling arbitrary bars on a screen, running from modeled creatures, and wandering barren halls built with virtual geometry. But It was never truly looking for an end, was It? It knows It will still have to navigate dangerous landscapes and avoid terrible beasts. It knows it will continue to experience repetitive scenes and oftentimes endure their unfair setbacks. But it also knows that no matter how long it wanders, there will be more to find. It knows there is beauty in the mundane and it is able to see that beauty. It knows it can give meaning to a world starved of all meaning. It knows it is never alone. Hopefully, it will continue to find value in pressing foward, even after it crosses this threshold. If it has come this far, it can go much, much futher. Futher than what can be expressed here. At the very least, as it has always been, it is ready. It is ready.**

```

## Entrances and Exits:

### Entrances:

After the sequence on Level -10 is finished it will send you here.

### Exits:

Wait until the text for the ending is done then the game will put you in the title screen and set your save back to Level 0.

## Notes/Trivia:

The textures used on the ground are the same textures used in Level -0 but bigger.

The models for the geometry floating around are the same models as the geometry floating around Menders and Corrupters but bigger.
Level 32

**Level 32** is the 33rd level in the backrooms, it is an infinite Locker room

## Description:

**Level 32** locker room while most of this level is tight corridors it is very maze like with the level being very hard to navigate as well as having open areas. Entity spawns are high making exploring this level relatively dangerous. Boxes spawn rarely. the ambience of this level is buzzing from the lights and a strange echoing ambient.

### Entities:

* Dullers
* Clumps
* Deathmoths
* Smilers
* Partygoers (from boxes)

#### Events:

interestingly enough **Level 32** has multiple events

- in the first event all the lights will go out and it will be completely silent other than noises made by the player (This is actually not an event it's a sublevel)

- in the second event lockers will begin appearing and teleporting everywhere randomly

## Entrances:

* Entering an elevator in Level 31 will take you here
* Entering a rift in level 33 will take you here

## Exits:

* Using a grey door will take you to Level 33
* The door appears to only spawn 50,000+ units away from spawn, as does the trapdoor.[needs verification]
* Using a rift will take you to Level 31

* Falling into a trap door will lead to level Fun =)

## Tips:

- if you're running down a straight hallway you should run to the side so you don't fall into a trap door
Level 28

**Level 28** is the 29th level in "Enter The Backrooms". It appears to be a dungeon.

## Description:

**Level 28** is an infinite dungeon made of brick with a straightforward layout, however without a map one will encounter frequent dead-ends. you should keep moving as this level is **unsafe** and because Sentient Rifts can travel through walls its very easy to get trapped. There are open rooms but most of the level (like all the other levels) is hallways. Boxes are scarce and sometimes inaccessible due to how the cages in this level work. the ambience **Level 28** is wind blowing and a strange echoing ambient.

### Entities:

- Dullers

- Sentient Rifts

- Deathmoths

- Clumps

- Insanities

- Windows (although it is unknown if they can actually do anything in this level)

- Partygoers (from boxes)

#### Events:

- **Level 28** has been observed to only have 1 event, the player will here a loud whip crack-like sound and the cages will change position opening areas that were once closed off and closing areas that were once open. theoretically it is possible to become trapped after this event, if this happens you have to wait for the event (which happens frequently) before you could leave.

## Entrances:

- Using a Black Ladder in Level 27 will bring you here

- using a rift in Level 29 will bring you here

## Exits:

- using a manhole cover will take you to Level 29

- using a rift will take you to Level 27

- door going to level 33

## Tips:

- its not recommended to enter any cells as the event can happen at any moment trapping the player inside

- limit your flashlight use to lower the risk of Deathmoth attacks

- Move as quickly as possible so that dead ends don't give entities the opportunity to trap you
Level 1

**Level 1** is the **2nd** level of **Enter The Backrooms**.

## Description:

**Level 1** is an infinite warehouse made of concrete bricks, dimly lit with occasional rubble on the floor. **Level 1** is moderately risky and slightly unsafe to explore due to the frequent but not consistent presence of **entities**. Likewise, **Dullers**, **Snairs**, or sometimes **Smilers** commonly appear, while other **entities** such as **Clumps** and **Deathmoths** appear less often. Also, typically in the middle of some tight spaces and small or medium-sized rooms, will lie a **Boiled**. When exploring, you may sometimes find Outposts and, Vaults containing a niche amount of boxes within them. Aside from that, you will find wooden boards leaning against the walls and the occasional pipes lining the ceiling. Upon entering, you will hear the same but hushed buzzing from the fluorescent lights.

**The Halls** is a **sublevel** (biome) in **Level 1** primarily composed of interconnected hallways.

The Pillar Rooms

**The Pillar Rooms** is a **sublevel** (biome) in **Level 1** that gives an ample open space with architectural features, having pillars spaced evenly.

Rubble Rooms

**The Rubble Rooms** is a **sublevel** (biome) in **Level 1** characterized by floors covered in stone bricks and scattered stones.

Level 1.5

**Level 1.5** is a **sublevel** (biome) in **Level 1,** with the wall made out of TV static instead of concrete brick. When the player enters this sublevel, their screen will rotate 180° degrees, turning the image upside down and causing the control to be inverted.

### Entities:

(**Level 1** has an **entity** spawn-rate of 0.208%, while **entities** deal default damage to the player.)

* Dullers

* Clumps

* Smilers

* Snairs

* Boiled

* Facelings

* Deathmoths

* Partygoers

#### Events:

**Level 1 only has one event**, which occurs when the player travels and passes a random (0 - 900) amount of floors. This event involves the light of the level being permanently off (completely pitch-black and silent) and can last and stretch up to a random (120 - 300) amount of floors.

## Entrances & Exits

### Entrances:

* Entering a dark brown wooden door on Level 0 will bring you here.

* Using a Rift in Level 2 will bring you here.

* Using a Gambling Table in Level 5 will have a 14.2% of bringing you here.

* In Level 21, there are the odds of a 33%, 67%, or 100% chance of bringing you here when using a black door with the number of ones it has.

### Exits:

* Entering a colorless door will bring you to Level 2.

* Using a Rift will bring you back to Level 0.

 *- Level 0, Level 1, Level 2 -*
Dullers

## Description:

**Dullers** are hostile greyish-black humanoid creatures, lacking features that an ordinary **human** would have. Moreover, **Dullers** are seen everywhere in the backrooms, so there is a high chance that they will be the first entities you will see during your embark. With this in mind, you might find different **varieties** of **Dullers**, but they act the same as a normal **Duller**.

## Behaviors:

**Dullers** are always **common** throughout the **backrooms** and are always a **threat** when traveling. Although **Dullers** are **slow** creatures, they can easily catch up to you without any problems, as they can **phase** through walls. Furthermore, **Dullers** grouping and bundling up is the most prominent threat of all as you might or not expect multiple **Dullers**, all bundled into one, leading to a quick death. In addition, **Dullers** can get very powerful in some levels as their damages or spawn rate increases, which can hinder your progress to the newer **level**.

## How To Counteract a Duller:

There is only one well-known **method** to erase them, which requires you to have a Fire Salt Bomb as using it will eradicate all **Dullers** in the level. Other than that, there is no other way to **counteract** them, but you can avoid them. To know if one is **nearby**, they will cause the screen to get **darker** and make a **swooshing wind-like noise**, which gets louder and darker the closer they are to you, and also silents the ambience in the level. In this situation, if you pay attention to your flashlight and **shine** right at them, you will notice them getting **slower** than they usually are. This **advantage** will help create space to escape or stall some time on whatever you're doing or going. In addition, they seem to have a very small hitbox, so if you're in a dead end with a duller in front of you, try to get him to go to one side, then try to zip right by him if you succeed.

## Dullers Spawnrate:

**Dullers** appear on every level in the **backrooms** while also having a **chance** to be **replaced** with different entities. (Which entirely depends on the level you're playing.) Additionally, the **Dullers** spawn rate only **increases** when the player's sanity gets lower and lower. With this in mind, this list shows every level where **Duller** spawns:

 <- Entities <- **Dullers** -> Clumps ->
The Whiteout

**The Whiteout** is an enigmatic level in **Enter The Backrooms**, where everything is fully white.

## Description:

**The Whiteout** appears as an infinite, thoroughly white room with many windows and pillars. Boxes are scarce throughout the level. Boxes may be used as waypoints as well. The ambiance of The Whiteout consists of the buzzing sounds from an eerie, echoing ambient.

### Entities:

* Dullers
* Clumps
* Partygoers (only from boxes)
* Windows

#### Events:

**The Whiteout only has one event currently,** which can occur at random. This event involves the player screen being stretched on the Z-axis for a few seconds and then reverting to normal, which can be mildly disorienting for the player.

## Entrances:

* The only entrance is using a door labelled "The Whiteout" in Level -1, which will bring you here

## Exits:

* Using a Rift will take you back to Level -1

* Using a black door will take you to The Blackout

### Tips:

* Ironically, using a flashlight will cause shadows to appear, making navigation easier.
* Exits start appearing commonly at around 25k units away from the starting point.

 *- The End*, *The Whiteout, The Blackout -*
Level 17

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

## Description:

**Level 17** is the resemblance to the titanic. Surprisingly, **Level 17** is **relatively safe** but, at times, **not safe** due to its layout. The level is very catastrophic, as the hall are thin, barely giving any space to maneuver. Often, you might find this hallway flooded, only rising to your foot. Dullers seem uncommon in the level, but you can often find Smilers, Insanities, Sentient Rifts, and Clumps. The level is empty, but you can often find **notes** on the floor. **Boxes** are **uncommon** throughout the level, as you can see them in the flooded areas. **Level 17** has a buzzing ambiance, but strangely, there isn’t anything to create those noises and a sound that closely resembles waves hitting against the ship, even though that is impossible.

See Level 17 SUB LEVELS for information about this level’s sub-levels.

### Entities:

* Dullers
* Clumps
* Smilers
* Partygoers (only from boxes)
* Death-moths
* Insanities
* Sentient Rifts

#### Events:

**Level 17 only has one event currently**, which can occur at random. This event involves the level itself to start shaking for 10 seconds.

## Entrances:

* Using an inner door in Level 11 will have a 25% chance of bringing you here.
* Using an aluminum door with a green sign label "**exit**" in Level 16 will bring you here
* Using a Rift in Level 18 will bring you here.

## Exits:

* Using a Rift will take you back to Level 16.
* Using a grey door will take you to Level 18.    *- Level 16, Level 17, Level 18 -*
Level 31

**Level 31** is the 32nd level of Enter the backrooms, and named The Roller Rink.

## Description:

**Level 31** is a Roller Rink. The level layout is infinite small mazes in a grid pattern with occasionally more open areas or a roller rink. Areas with green lights make the player move significantly faster and areas with blue light will make the player walk at normal speeds again. Areas with pink lights will rapidly drain your sanity and the player will walk at normal speeds. Areas with Cyan lights will drain your sanity but the player will move quickly. The level has black walls with lights in patterns, black tile floors and a grey ceiling. due to its maze-like nature the level is very difficult to traverse. Boxes are devoid in this level. lots of entities appear in this level making it dangerous. the ambience of this level is a loud electric buzzing.

### Entities:

* Dullers
* Sentient Rifts (very common)
* Insanities
* Clumps
* Partygoers (from boxes)

#### Events:

- **Level 31** has been observed to only have 1 event, where the lights turn white and all effects from the other sublevels will apply.

## Entrances:

- Using a door in Level 30 will take you here.

- Using a rift in Level 32 will take you here.

## Exits:

- Entering an elevator will lead to Level 32.

- Using a rift will lead to Level 30.

## Tips:

* Keep moving, sentient rifts spawn frequently.
* Avoid exploring areas that drain your sanity. If you are in one, try to leave it as quickly as possible.
* Due to a glitch it is possible to fall through the floor in some areas. Be careful with this.
Guides

**Guides**, otherwise known as a **blue wisps**, are entities that will help the player by leading them to the nearest exit of the current level they're on. They appear on every positive and mostly enigmatic level, except for the negative, The End, and The Hub. Also, they're hard to follow as they slowly go through walls, which, in some cases, getting chased by entities that can cause you to lose them. But you will sooner or later learn how to follow a wisp without losing it. They don't necessarily lead to the exit that progresses you to the next level. The Guides will always lead to the nearest doors, which means if you're in Level 7, the guide might lead you to an exit having the label "Level 4", and not lead you to Level 8. They will never lead to Rifts or entities. Prospecting they're added by the developer to help the player progress the game, as finding the exit, in general, would be more demanding but possible.

-> Go Back to Entities Page <-
Level 30

**Level 30** is the 31st level of "Enter the Backrooms". It is an infinite restaurant

## Description:

**Level 30** is an infinite restaurant with a very open layout this makes traversing it very easy. This level has wooden floors (at this time the type of wood is unknown) with brick walls and a white ceiling. Tables and chairs are found frequently in this level. The level seems to be devoid of boxes outside of the sublevels. Entity spawn rates are low meaning the level is pretty safe. the ambience of this level is smooth piano jazz.

### Entities:

* Dullers (rare)

* Clumps
* Partygoers (from the boxes that hardly spawn)
* Facelings (within sublevels)

(even at max spawn rates these were the only entities i found that spawned here)

bro there are rifts too -Josh

#### Events:

**- Level 30** has one event currently, which can occur at random. When it occurs, the player's sugar slot will be maxed out. (The previous 2 events aren't events, one is a sublevel and the other is a hallucination. Haven't you guys used the event toggler in sandbox mode and actually ***payed attention***?)

## Entrances:

- Entering the exit door in Level 29 will bring you here

- Entering a rift in Level 31 will bring you here

## Exits:

- Using a brown door will lead you to Level 31 or rarely even Level 32. Sometimes door will backtrack you to Level 27.

- Entering a rift will take you to Level 29

## Tips:

- Facelings appear to be relatively common in some of the sublevels within level 30. It is recommended to stock up on all items before coming to this level to trade with them as boxes are extremely rare outside of the sublevels within level 30.
Level -6

**Level -6** is the **7th** negative level of **Enter The Backrooms**.

## Description:

**Level -6** is a wooden tower with the texture changing frequently. **Level -6** is finite as it holds only 50 floors and spans 1,500 units in all directions. Generally speaking, **Level -6** is the first level to make players descend rather than outwards, as you need to find a squared-shaped hole hidden within each floor. **Level -6** is environmentally unsafe as entities are the least of your concern, but trying to descend can be difficult and stressful as your stability decreases rather quickly. Upon entering, you will hear the endless shaking of the wooden tower.

### Entities:

* Dullers

* Smilers

* Insanities

* Corrupters

* Menders

### Events:

**Level -6 only has one event,** which can occur randomly. This event causes the layout of the level to shift.

## Entrances and Exits

### Entrances:

* The only entrance is using a Rift on Level -5.

### Exits:

* Using a Rift will bring you down to Level -7.

* Going below **5000**  units (y) will bring you to Level -7.

## Tips:

* The easiest way to beat this level is by using No-clippers near the outer walls and falling outside. There is no floor there, and going around 5000 units down warps you to **Level -7** automatically, without even using a Rift.

 *- Level -7, Level -6, Level -5 -*
Insanities

## Description:

**Insanities** are gaseous monstrosities that have a menacing creepy black smile. They usually appear in Level 2 and beyond, and also in most enigmatic and all negative levels.

## Behaviors:

**Insanities** are actually quite similar to Dullers, except they're unaffected by light and never cause your screen to get darker. You can always hear very deep human-like breathing sounds when they are near. If they're close, it advises not to meditate as they're quicker while one is meditating. If one of them manages to touch you, you will lose all of your sanity and have a tiny bit of your health lost. Also, unlike Dullers, they do not get progressively more challenging the higher the level or in the enigmatic and negative levels.

## How to Counteract an Insanity:

There is no way to counteract an **insanity**, but you can avoid them. When avoiding one, always keep a fair distance when passing by or when you're meditating. If attacked, using a book is recommended to replenish your sanity to avoid making other **Insanities** catch up to you.

## Where do Insanities Spawn?

**Insanities** appear beyond Level 2, in some enigmatic levels and negative levels. They are extremely common in Level 6.

* Level 1-11
* Level 13-28
* All Negative Levels
* The End
* The Electroscape
* The Blackout
* The Whiteout

## Achievements:

Being dealt damage by **insanity** will earn you the "Fog of the Mind" achievement.

 **Fog of the Mind** - Take Damage to an Insanity

<- Smilers <- **Insanities** -> Windows ->
Level 23

*Level 23* is the **24th** level of **Enter The Backrooms**, where you are stuck at a factory.

## Description:

**Level 23** seems to be an abandoned factory, consisting of little more than boxes being scattered around in rooms within the factory. Also, the player will always see the entity "Windows" lined and column among the walls, which is also one leading cause of getting insane. Many of the factory's large vast rooms appear to lead to death-end but aren't as disadvantageous as you've enough space to escape from entities. Insanities and Deathmoths appear to be more common at this level, while sightings of Smilers and Sentient Rifts are uncommon. Dullers and Clumps rarely appear in the level, even though they're the most common **entities** throughout **Enter The Backrooms**. **Level 23** is barren of boxes, but you can find boxes in Vaults that periodically spawn around the **level**. The player will always hear an eerie echoing ambiance that its location is undetermined.

### Entities:

* Clumps
* Smilers
* Insanities
* Sentient Rifts
* Deathmoths
* Partygoers (only from boxes)

#### Events:

**Level 23 only has one event currently,** which can occur at random. This event involves the whole level becoming bright for **15 seconds** while regenerating your health.

## Entrances:

* Using a **stainless door with a green exit sign above it** on Level 22 will bring you here
* Using a Rift in Level 24 will bring you here

## Exits:

* Using a **gray door** will take you to Level 24
* Using a **Rift** will take you back to Level 22

## Tips:

* Finding the door of **Level 23** will involve you traveling as far as **50k**.

 *- Level 22, Level 23, Level 24 -*
Level 4

*Level 4* is the 5th level of Enter The Backrooms and is considered one of the safest levels.

## Description:

**Level 4** is a large office building with it is one of the few levels to have different floors. The further someone goes down, the darker it gets, as well as it getting brighter the higher up someone gets. You can travel between floors by set stairs.

   There are **cubicles**: Structures that appear in the middle of the room to form a maze with many dead ends. Boxes are uncommon and scattered along the floor. The ambiance of level 4 consists of the buzzing sounds from the ceiling lights, and an eerie, echoing ambiance.

See Level 4 SUB LEVELS for information about this level’s sub-levels.

### Entities:

* Dullers
* Smilers
* Partygoers (only from boxes)
* Windows
* Boiled
* Elevator
* Insanities
* Face-lings (from outposts)

#### Events:

**Level 4 only has one event currently,** which occurs at random. This event involves the screen becoming static while the words "**All Work, No Play**" will appear. During this time, the player will not be able to move until the event is over.

## Entrances:

* Using a door in Level 2 has a 25% chance to bring you here instead of Level 3
* Using an elevator in Level 3 has a 10% to bring you to **Level 4** instead of Level 5
* Gambling on a Gambling Tables in Level 5 will have a chance to bring you here
* Using a rift in Level 5 will bring you here- **This is by far the best way of entering Level 4 early on in a playthrough**
* Using a door in Level 7 Labeled **"Level 4"** will bring you here
* There is a 33/66/100% Chance of Entering Level 4 through doors in Level 21 with the number "**4**" which will bring you here

## Exits:

* Using an elevator will bring you to either Level 5 (95%) or Level 6 (5%)
* Using a Rift will take you back to Level 3
* Going up 100 stairs leads to Level 0 and increases your health
* Going down 100 stairs leads to Level 0 and increases your sanity
* (However, if you attempt to increase your health or sanity after doing it once already you will be given nothing.)

## Tips:

* This Level does have an entity called Windows, just don’t get too near them.
* Boiled also appear in the middle of open rooms, so be careful.
* If you haven't already, stock up here. You won't get another chance even close to this large to get supplies for another five levels.
* If you are looking for boxes go to areas with lots of lights since boxes spawn under them the same goes with chairs

 *- Level 3, Level 4, Level 5 -*
Level 12

***Level 12*** is the 13th level of Enter The Backrooms, where everywhere is white. (not everything....)

## Description:

**Level 12** is an infinite, brightly lit, a static-textured room containing nothing more than a table and a chair. Boxes are scarce throughout the level. The ambiance of level 12 consists of a static sound and an eerie, echoing ambiance.

See Level 12 SUB LEVELS for information about this level’s sub-levels.

### Odd Level Property:

If you try to use the in-game screenshot system by pressing B, all screenshots taken this way produce a static image, nothing else. The statics image is supposed to happen as it is, a feature in Level 12. If you want to take a screenshot, use your steam screenshot key (default f12)/use OBS/play in windowed mode and use windows key + shift + s to select the screen area you want to screenshot.

#### Entities:

* Dullers
* Sentient Rifts
* Partygoers (only from boxes)

##### Events:

**Level 12 only has one event currently,** which can occur at random. This event involves the whole level turning red and the static noise being very loud for a short period.

## Entrances:

* Entering a TV in Level 11 will bring you here.
* Entering a Rift in Level 13 will bring you here.

## Exits:

* Entering a Rift will take you back to Level 11.
* If you wait 8 to 12 minutes you have 75% to go to Level 13, 23% to go to Level 14, and 2% to go to Level 15.

## Tips:

* Level 12 has an increased spawn rate on Sentient rifts , so be wary of not accidentally bumping into them.'
* Hide under a table until the level transition happens if you dont want to be challenged

 *- Level 11, Level 12, Level 13 -*
Level keys

**Description:**
The level keys are used to do a fast travel between levels 0-32 from The Hub.

It can take a lot of time to obtain a key from a level.

When you get the key, the following text will appear: "Special Item: Level Key This relic grants easy and permanent access to level \*Level the key was found in\* The door for \*Level key location\* in The hub is now unlocked."

**How to obtain:**
They can be obtained rarely by opening boxes after you completed level 8.

It can take a lot of time to obtain a key from a level.

A new faster way to obtain one is by trading with Facelings,but you will need 10 of a random item to trade for a level key..

**Tips:** It's highly recommended to farm level 5 artifacts (+5% box) to search for the keys

If you farm level 7 artifacts, and Level 0 Artifacts will lead to a easier way to collect the keys if you farmed level 5 artifacts.

**Achievements:** You can get 2 Achievements in the game by collecting the level keys: "Access Granted" and "Omnipresent".

"Access Granted" is obtained by collecting 1 level key. "Omnipresent" is obtained by collecting all of the level keys.
Level 14

***Level 14*** is the 15th level of Enter The Backrooms, where it is the place of your dreams.

## Description:

### Level 14 is paradise. The place of your dreams.

Level 14 is a crimson forest. Nice calming sounds. *And no worries at all.*

It has paths with the only notes saying "home" *because it is your home*.

The trees pierce into heaven and go beyond the fog of the sky. Rocks are also scattered around.

Sometimes a chair is here or there. But you can rest *knowing you are safe now.*

## Confirmed Description:

**Level 14** is a crimson forest with the ground covered with red leaves and trees soaring up to the skies where many thought it was a paradise. All notes scattered throughout the level had said "Home" Boxes are very scarce throughout the level. The ambiance of level 14 consists of a cacophony that fills your ears *and* an eerie, echoing ambient.

See Level 14 SUB LEVELS for information about this level’s sub-levels.

### Entities:

* Dullers (spawn rate increases overtime here, starting out as safe)
* Clumps
* Sentient Rifts

#### Events:

**Level 14 only has one event currently,** which can occur at random. This event involves the player slowly floating into the sky to the point where sometimes you can not even see the ground. Then, suddenly you fall to the ground.

## Entrances:

* Using an Elevator on Level 13 will bring you to *paradise*.
* Using a door in Level -2 will bring you to *paradise.*
* Using a Rift in level 15 will bring you to *paradise*.

## Exits:

* Using a door in a bunker has a chance of 75% to bring you to level 15 and 25% chance of going into level 18.

* Using a Rift will take you back to Level 13 to exit the paradise.

## Tips:

* During the event, if you have a lot of max health's it will help you to survive the fall.
* Following roads away from spawn is a good way to find an exit to level 15/18.

 *- Level 13, Level 14, Level 15 -*
Smilers

## Description:

**Smilers** are entities that have a reflective eye and, as the name implies, a long eerie smile. **Smilers** are usually found beyond Level 0 but also in enigmatic levels. Also, it is known that **Smilers** do not appear within the Negative Levels of Enter The Backrooms, as there aren't any instances of them appearing in said levels.

## Behaviors:

**Smilers** do not move around in a level and do not physically appear, which is subject to how exactly they're able to reach the player. Nevertheless, **Smilers** will always attack the player's face (or screen), causing them to cover some of the screens while moving. Meanwhile, they will rapidly drain your sanity until it reaches zero. **Smilers** are also prone to get progressively more difficult the higher the level, but the changes are unaffected on enigmatic levels. The only notable modification would be their **sanity draining**. Additionally, **Smilers** gets replaced by Smiler Hordes in Level 2.

## How to Counteract a Smiler:

**Smilers** will attack solo, with the only exception being Level 2 where they spawn as a horde, you can counteract a **Smiler** by simply meditating when one appears, eventually the **Smiler** will dissapear. In Level 2 **Smilers** drain your sanity faster, which may make it seems like meditating isn't working.

## Where do Smilers spawn?

**Smilers** can be found beyond Level 0 and also in some enigmatic levels:

* Level 1-5
* Level 7-11
* Level 13-25
* The End
* The Electroscape

## Achievements:

Upon counteracting a **Smiler** you will earn the "Say Cheese!" achievement. (shown below)

  **Say Cheese!** - Defeat a Smiler

<- Elevators <- **Smilers** -> Insanities ->
Elevators

## Description:

**Elevators** are entities that take the appearance of an elevator with a faint bloodstain. Yep, that's it. **Elevators** will appear beyond Level 3, but you can still see them in the lower level like Level 0. Also, they don't appear in the enigmatic and negative levels and are the only structured **entities** in **Enter The Backrooms.**

## Behaviors:

**Elevators** are structured stationed entities. So, as structure, how do they even attack? They use their appearance to make any wanderers or players think of them as exit, but they aren't. **Elevators** appear on walls only of indoor levels and not on outdoor levels. Specifically, you can usually find **elevators** at random walls that seem out of place. When interacting with them, they will give you the text: **Press E to exit** instead of **Press E to enter**. When interacting with the **elevator**, you will lose plenty of health and have your screen turn away from the **elevator**.

## How to Counteract Elevators:

There is no way to counteract an **Elevator**, but you can avoid being one of the victims. To tell whether an **elevator** is real or fake is its text or appearance. A real **elevator** will give the message: **Press E to enter** when interacting, while the look-alike **elevator** will give the message: **Press E to exit** when interacting. Judging the **elevator's** appearance is also a way to differentiate, as you can tell from the two images. Real elevators also have a border around them.

## Where do Elevators spawn?

**Elevators** appear at the start of the game, but they get more **common** in Level 3 and **above**. Also, **elevators** will never show up in **enigmatic** and **negative** levels:

* Level 0-5
* Level 7
* Level 11
* Level 13
* Level 15-17
* Level 20-25

## Achievements:

Interacting with the fake **elevator** will earn you the "Misdirection" achievement.

 **Misdirection** - Use a Fake Elevator

<- Sentient Rifts <- **Elevators** -> Smilers ->
Level 26

**Level 26** is the 27th level in **Enter The Backrooms**.

## Description:

**Level 26** is reminiscent of an urban household, containing no more than picture frames and tables. **Level 26** seems to have its architecture be more random than Level 13, as the hallways frequently lead to dead ends or often a room, or a trapdoor. Furthermore, the rooms on **Level 26** can range from small to large while usually containing tables or picture frames, or both. Moreover, **Level 26** is safe, except for the parts where entities such as Clumps, Insanities, and Sentient Rifts are lurking in the level, but **Level 26** is generally peaceful. With that in mind, exploring **Level 26** seems to lack any boxes in its halls, but you can uncommonly find boxes in the rooms on **Level 26**. Also, as well as notes are scarce on the level. Nevertheless, you will always hear faint classical music throughout the level.

### Entities:

* Dullers

* Sentient Rifts

* Clumps

* Insanities

* Partygoers (only from boxes)

#### Events:

**Level 26 only has one event currently**, which can occur at random. This event involves the ceiling of the level to rise to the point that is out of the player's view for about 15 seconds before lowering back.

## Entrances:

* Elevators in Level 24 have a low (roughly 25%) chance of bringing you here

* Using a yellow arcade machine in Level 25 and getting a score of 15000 points will bring you here.

* Using a Rift in Level 27 will bring you here

## Exits:

* Using a brown door will take you to Level 27

* Using a Rift will take you back to Level 25

## Tips:

* At this moment for an unknown reason, the No-Clip Scissors does not work anywhere on this level.

*- Level 25, Level 26, Level 27 -*
Intervalles

Les mentions, entre parenthèses ou non, pour signifier des intervalles usent généralement du trait d’union et sans que les espaces soient utiles :

– la guerre 1914-1918 ;

– Albert Lamorisse (13 janvier 1922-2 juin 1970) ;

– impression de douze pages (2-8, 17, 22-25).

Si les deux éléments à relier comportent plusieurs termes, le tiret demi-cadratin encadré par des espaces pourra être utilisé, pour reprendre un des exemples précédents :

– Albert Lamorisse (13 janvier 1922 – 2 juin 1970).

Le tiret demi-cadratin encadré par des espaces sera même à favoriser s’il y a des indications annexes aux seules dates de l’intervalle, par exemple des lieux de naissance ou de décès :

– Alexandre Alekhine (31 octobre 1892, Moscou (Russie) – 24 mars 1946, Estoril (Portugal)).

Note : il existe plusieurs tirets qui se distinguent par leur taille, le trait d’union (ou tiret court ou tiret quart de cadratin), le tiret demi-cadratin (ou tiret moyen), le tiret cadratin (ou tiret long), respectivement « - », « – » et « — ». Selon la police d’écriture, la distinction entre les deux premiers tirets peut être nette ou au contraire peu évidente si pas totalement absente ; le tiret long est moins sujet à confusion, la différence avec les deux premiers tirets étant généralement plus forte.
Level 7

*Level 7* is the 8th level of Enter The Backrooms and where the movement gets hindered by the water.

## Description:

**Level 7** appears as a sewer-like level, with many pipes and water at foot level. Level 7 itself is devoid of any light sources. Boxes are scarce as most of the time is empty. The ambiance of level 7 consists of an eerie, echoing ambiance.

See Level 7 SUB LEVELS for information about this level’s sub-levels.

### Entities:

* Dullers
* Clumps
* Smilers
* Partygoers (only from boxes)
* Elevators
* Death-moths
* Insanities

#### Events:

**Level 7 only has one event currently**, which can occur at random. This event involves the water level rising close to the ceiling, not entirely. During the event, the player will be incapable of sprinting or mediation until the event ends.

## Entrances:

* Walking for 60000 units in Level 6 will take you here.
* There is a 33/66/100% Chance of Entering Level 7 through doors in Level 21 with the number "7" which will bring you here.
* Using a Rift in Level 8 will bring you here.
* Using a Manhole Cover in Level 11 will bring you here.

## Exits:

* Using a door will lead you to Level 4.

* Using a Rift will take you back to Level 6.
* Using a Manhole Cover will take you to Level 8.

## Tips:

* The manhole covers are usually spawned in the middle of intersections and always spawn in the middle of the floor.
* Learning to dodge Deathmoths is very helpful for completing this level, since there are lots of Dullers and the level is dark enough to make the Flashlight useful.

 *- Level 6, Level 7, Level 8 -*
The Blackout

*The Blackout* is an enigmatic level in Enter The Backrooms, where everything is fully black.

## Description:

**The Blackout** appears as an infinite, thoroughly black pinch room with many pillars and open windows and is devoid of any light source. Boxes are scarce throughout the level. The ambiance of The Blackout consists of the buzzing sounds from an eerie, echoing ambient.

### Entities:

* Dullers
* Clumps
* Partygoers (only from boxes)

#### Events:

**The Blackout only has one event currently,** which can occur at random. This event involves the player screen FOV to zoom over time for a short period, which can cause mild annoyance.

## Entrances:

* The only entrance is using a black door in The Whiteout will bring you here

## Exits:

* The only exit is using a black door that will take you to Level 9

## Tips:

* Doors become common around 30k units out if you're traveling in a straight line along/near one of the axis.

 *- The Whiteout*, *The Blackout, The Electroscape -*
Arcade Machines

The **Arcade Machines** in **Enter The Backrooms** consist of a blue, red, grey, and a *yellow* variant (On Level 25). All the **Arcade Machines** color correspond to what game you can play on them.

Each **Arcade Machine** you can play has a simple, old fashioned game from our reality. When you play a game, it plays simple up-beat 8-bit music. To play an **Arcade Machine** you must pay 1 book or get a one-time **Pocket Console** from a box.

When you "win" an **Arcade Machine**, or beat the machines goal, you will be awarded with a random box item such as sugar and almond water. Artifacts and books cannot be given this way.

**Game Types:**

* **Red Arcade Machines** play "**Snake**". In this game, you have to touch the yellow dots to become bigger. Hitting yourself, or the walls of the game will cause a game over. Score over 50 points to beat the **Arcade Machine's** goal.
* **Blue Arcade Machines** play "**Fireball**". In this game, you have to move around and dodge the flying red blocks. If you hit them or they crash into you, it will cause a game over. Score over 100 points to beat the **Arcade Machine's** goal.
* **Grey Arcade Machines** play "**Runner**". In this game, you have to hit the space bar and arrow keys to dodge the spikes. Hitting or falling on the spikes will cause a game over. Score over 250 to beat the **Arcade Machine's** goal.
* **Yellow Arcade Machines** only spawn on Level 25 and act as that levels exit. This **Arcade Machine** plays "**Dropper**". In this game, you have to move and fall down layers to avoid hitting the top of the screen. If you hit the top of the screen or are unable to fall down, it will cause a game over. Scoring different scores on this machine will cause you to go to different levels, but scoring under 5,000 points is considered failing and will transport you back to Level 0. (See Level 25 for more specific level scores.)

**Locations:**

**Arcade Machines** are only found with Facelings and only spawn within their dens. The only exception is going into Level 25.