recursal/Fanatic-Fandom huggingface dataset:
Level 0 (Archived)

Level 0 is the 1st Level of the Backrooms and is most likely the first level you will encounter here.

## Description

Level 0 is a collection of randomly segmented rooms, hallways, and flights of stairs, with a mostly consistent mono-yellow wallpaper. The carpet is damp and moist, and the ceiling is decorated with office lights. Some walls have Electrical Outlets, have mold growing on them, or have security cameras. You can also rarely find Groups Of Red-Blood Rooms instead of mono yellow, as well as hallways that are pitch black. While generally a safer Level, with rare sightings of Entities, it is extremely isolating and will drastically lower your sanity. Keep a bottle of Almond Water on you. It is estimated the lobby is over 600 million square miles, which is about three times the size of The Frontrooms, so stay vigilant and keep walking until you find a colony or outpost.

## Colonies and Outposts

### **M.E.G. (A.k.a. "Major Explorer Group") Base Alpha:**

* This is The First Main base The M.E.G.
* This is where half of the group's Teams live.
* Close to one of the Entrances of Level 1.
* Communicates with The B.N.T.G. here.
* This base is heavily guarded.

## Entrances

As Level 0 is likely the first Level you will encounter in the Backrooms, accessing it from The Frontrooms is the same as entering the Backrooms for the first time. No-clipping out of the bounds of reality is considered the most effective way of accessing the Backrooms. See the 'Basics of The Backrooms' guide for more information. Many other Levels can take you back to Level 0. Wandering through the Fortresses of Level 283 has the possibility of encountering wooden doors that smell of mold, stepping through these doors will lead to Level 0.

## Exits

Be aware, exiting through an unknown entry point could lead to even worse places in The Backrooms. After many days of walking, you can find a staircase or fire exit, that will lead into Level 1. You can also break through the floor to go to Level 27. Breaking one of the lights results in a small chance a tunnel will appear, transporting you to -Level 12. If you wander long enough you can get to the Manila Room.
Entity 50

## **WARNING**: Reading further will expose you to severe risk. Do not continue unless you wish to encounter this entity.

The numbed man knows as much about you as you know about it. If you know nothing about it, it will know nothing about you, and would thus never encounter you. But it's already too late for that. You know his name, and so he knows yours. The more you read this page, the more you will know about him, and the easier it will be for him to find you. He will learn what you are like, what your weaknesses are, where you are going, where you came from, and so on. At this point, he has a basic idea of what you are. He knows if you're a human. He's starting to get an idea of where you are. He is travelling toward your location, but does not know precisely where you are, and won't be able to find you.

```
Stop reading unless you *want* to engage this entity. This is your final chance to turn back.

```

## Description:

The numbed man is a being, vaguely human in form. He is weak and can be killed easily. For this reason, he has destroyed his own senses. He tore out his own eyes in order to blind himself. He mangled his nose so that he couldn't smell. He punctured his eardrums to become deaf. He burned off his skin so that he could no longer feel with touch. He has no way to sense anyone nearby, and thus they cannot sense him either. This keeps him safe. But the numbed man still needs to eat to survive. By reading this page, you have given him valuable information. You've given him a way to sense you. By now, he can hear you. He can't see you yet, so stay quiet and you will be safe for the meantime.The numbed man is not bound to any floor or by physical barriers, so there's no point trying to run away. You'd only be drawing attention to yourself; every footstep is sound he can hear. Your only choice now is to fight. Remember that he is weak. You can defeat him with the right attack. See the Dos and Don'ts section to learn how you can defend yourself once he arrives.
Level 27

## Level 27 "The Bunker Springs"

Level 27 is the 28th Level of the Backrooms.

## **Description:**

Level 27, also known as "the Bunker Springs," is a relatively peaceful and small level completely devoid of entities. The level appears to be infinite, with the only accessible part being the approximately 200 square feet (18.6 square meters) hot spring that houses both the entrance and exit to this level that houses all entrances and all but one exit. The water in this hot spring is potable and mineral-rich. Wanderers who have drunk the water of Level 27 report feelings of clear-headedness and heightened energy. The temperature of this water averages around 90°F (32.2°C), similar in temperature to a common hot tub. From the walls of the cave, there are two openings where two small waterfalls deposit new water into the spring. The small pool is drained by means of a small tunnel near the corner of the cave, which is too small for humans to physically crawl through. Do not attempt to explore it. It is unknown where this water goes and comes from, but the source appears to be infinite. The waters of the spring have been proven to have beneficial effects on Wanderers who bathe for at least an hour in it. Wanderers have consistently reported feeling less stressed, calmer, and more optimistic than before. Wanderers from Level 11 have also shown higher levels of productivity in their jobs. The waters are also known to help alleviate minor physical ailments such as soreness, bruises, rashes, acne, and small cuts. It is not recommended, however, to bathe for more than two hours, as prolonged exposure to hot waters may result in dizziness and nausea. Since this level is very popular and widely used among the residents of Level 11, it is also recommended to leave immediately after bathing to make space for other Wanderers. The walls of the cave have been determined to be limestone. Despite the natural warm temperatures of the water and the humid air, there is absolutely no vegetation or even living beings of any kind anywhere in Level 27. The level is even devoid of bacterial organisms. It is unknown why this is the case. I had the misfortune of finding out why.

## **Bases, Outpost, and Communities:**

There are no bases, outposts, or communities on this level due to its size and its history.

## **Entrances and Exits:**

Level 27 can be exited and entered through the same way. Near the corner of the cave by one of the waterfalls, the M.E.G. have constructed a stairway that leads up towards the tunnel that the waterfall flows out of. The tunnel is wide enough to walk through alongside the stream. Following it will lead out of Level 27 and back into the same location you entered it from. Level 27 can be easily entered through turning a functional shower or bath to its hottest setting and closing your eyes while inside it. The most popular way to enter Level 27 is through Level 11. This will always bring you to the tunnel entrance, where you may descend the staircase and enter the springs.

**Don't climb the other waterfall tunnel. It leads to nowhere.**
Level 24

## Level 24 "The Moon"

Level 24 is the 25th Level of The Backrooms.

>
>  Description:
>
>
>
>

Level 24 takes the form of a plastic moon model attached to several other plastic planets, with an LED sun in the center, all of which is completely up to scale according to those who have entered this Level. The Moon, witch is only accessible planet, has an estimated surface area of 14.6 million square miles. Surprisingly, none of the planets have any gravitational pull to each other, but gravity still works the same when traversing the moon (You won't be able to moon jump, for example). The planets are all connected with metal wires and slowly spin around. Very rarely, a man will enter The Moon that Level 24 resides in and sit down in a chair and read a book. He has been nicknamed "*Beauford*" by miners working for the B.N.T.G. He wears a tuxedo and is bald with a small amount of white hair. It is unclear if he is some kind of Faceling, or his face is simply to blurry to make out a face. He is considered *mostly* harmless, but sometimes he will walk over to the set of planets and fiddle with it, or clean them with a towel. This is extremely dangerous for any wanderer in Level 24, as they could be smashed or killed in "*earthquakes*".

```
Entrances:

```

# The safest way to enter is through a painting of the Moon found on Level 57, but it can also be accessed from Level 1.

```
Exits:

```
The Crinsom Forest

Touched by heaven, a tear of God; the forest is a sacred place, a secure and serene realm. It is devoid of any dangers, protected by the Perfected ones of heaven itself, sent down below to protect those who within the forest reside. The true size of the forest is unknown; delimited by only imagination itself, its borders remain unexplored, untouched; a largely unmapped geography. Areas that have been explored are home to many different forms of landscapes and terrain formations, with some being a signature of the level, like valleys, dense woods, large mountains, and snaking streams cutting through it all, ending in boggy wetlands. Underneath the forest, no tectonic plate lays flat. These crumple and fold into each other, much like crinkled paper. In some regions, looking into the sky reveals more of the forest above you, accessible only if one keeps on walking for long enough to reach the fold; however, it should be noted that gravity and direction become meaningless and subjective, the concept of what is 'downwards' loses all sense, as reaching high altitudes will reverse your gravity, causing one to fall upwards onto the fold above. Although these properties are strange, those who reside within this level have become accustomed to them, given that these properties are stable and reliable. The aforementioned evaporated cries of the holy guardians are present at any time in the level, keeping the temperatures around a chilly 8 °C constantly. Bringing warm clothing is recommended. Much of the water running down the rivers in the forest is potable, yet acrid; nevertheless, boiling the water is still recommended. Wanderers have attempted to combat the unsettling natural taste by collecting the water in containers and letting it settle, allowing to remove the silt that forms on the bottom. With a rich ecosystem, the **Crimson Forest** is home to a wide range of both fauna and flora, ranging from insects to large mammals, new species of plants and fruits, and everything in between. Eight-eyed–deer, rust-colored–moose, squirrels with prehensile tails, colonies of mice that group together in the dozens; even haunting, silent owls with four wings have been documented among hundreds of other animals. Strange, but not unnatural or anomalous, many of these creatures are benevolent; however, there is still a large collection of creatures that are hostile towards other lifeforms, including wanderers. These hostile creatures are part of the stable ecosystem of the level and should not be disturbed; the Perfected ones will not attack these, much like they would not attack wanderers.
Level -2

Level -2 is an Enigmatic Level of the Backrooms and the 3rd level in the special group of enigmatics known as Negative Levels. This Level takes the appearance of an infinite basement, which is completely submerged in water, for the most part, and has many hallways that are in poor structural condition — some even being partially or entirely collapsed.

## Description:

Level -2 is a generally dangerous place which houses several undocumented, hostile Entities. The Level possesses an inexplicable effect that draws Wanderers into it, luring them into it via a strange and unexplainable desire to enter it. This effect occurs only when Wanderers are close to an entrance near Level -2. Wanderers are advised to ignore this feeling at all costs. Level -2 is a large, unfinished basement which is flooded with Almond Water. Wooden scaffolding can be found throughout the level, along with pipes, vents, and bright orange lightbulbs, all of which can be found on an unfinished ceiling. Uncovered wires can be found hanging out of numerous parts in the Level, so Wanderers are advised to exert caution when travelling through Level -2 to prevent unwanted electrocution. Whilst Almond Water is usually safe for consumption, the water in Level -2 is unsafe to drink due to the high concentration of iron, dirt, and harmful bacteria that it contains which cause the water to become murky and cloudy. The halls of what has been observed of Level -2 always form right angles and have never been seen to make rounded turns. They are also very narrow, which may cause distress to explorers with claustrophobia. The depth of Level -2's pool can vary from shallow to extremely deep due to irregularities in the floor, so Wanderers are heavily advised to exercise caution when travelling in corridors where the depth is uncertain. For the most part, Level -2 is currently unexplored. M.E.G. operatives are currently attempting to map out the Level as much as possible and research its mysterious properties in order to further the availability of information about it.

## Bases, Outpost, and Communities:

As Level -2 is largely unexplored; it is currently unknown if there are any groups permanently residing in it.

## Entrances:

* To enter, No-Clipping in any Level has a miniscule chance of taking you to Level-2.
* Entering one of the doors on Level -1 has a chance of sending you to Level -2.

## Exits:

* There is a set of stairs that leads to Level 144444#$#&$%@#÷/@×.
Level 21

Level 21 is the 22nd Level of the Backrooms. This Level contains four long hallways with randomly placed doors.

## Description:

Level 21 is a large Level consisting of four hallways. These hallways are all estimated to be about 26 miles long. The hallways meet in the middle of the Level. The centre of the Level is a small open square with chairs and a desk. Entities never appear in this area but, instead, appear in the hallways. The hallways are assumed to be ever-changing. Shifting and shaping into something new every once in a while. The hallways can become impossible to navigate or be blocked off. Though these hallways are odd, there is one constant. The doors that repeat on either side of the halls are always there. These doors can lead to random places in The Backrooms, including Negative and Sub-Levels. More often than not, they will cause you to appear somewhere else in Level 21 or put you on a wall.

* Doors Labeled 105 lead to Level 0.
* Doors Labeled 356 lead to Level 356.
* Doors composed of sandstorm lead to Level -6.
* Doors Labeled with a smily face lead to a Party! =).
* Doors Labeled 8-20 lead to their respective Levels.
* Unlabeled doors lead to Level 1.5.

The hallways of this Level are extremely dangerous and can sometimes be filled with Entities. The amount of Entities and types is inconsistent, although Clickers are relatively common here. Unknown Entities have been spotted at this Level as well. Random objects can also be found in the halls. These include Almond Water, Level Keys, and Firesalt. Others have been spotted rarely. If anybody is found at this Level they are not to be trusted. Avoid contact with them at all costs. It is rumoured that there is a door at the "end" of one hallway that causes the hallway to extend for much longer than usual. This door has not been found but has been said to have valuable resources and many aggressive entities. If this door is found, do not enter it. It is to be reported to the M.E.G.

## Discovery of "Exit" door:

The rumoured door has been found. It is within the hallway to the right of the front desk in the middle. This door has a large neon red "Exit" sign over it. The door, when opened, leads to three dark hallways. These hallways do not shift and have many valuable resources spawn in them. Entities can appear here in droves, noted for being strangely organized. While these halls are infinite, subtle changes in each side doors designs can be observed, as repetition in the pattern of doors can increase with the instability of the halls themselves. These repeating doors do not contain resources and only lead to Sub-Levels and Enigmatic Levels. It is advised not to explore this part of Level 21.

## Bases, Outpost, and Communities:

There are no known bases, outposts, or communities on this Level.

## Entrances:

Various tears in the walls of Level 13 can be entered to reach this level. This Level can also be entered from Level 1.5 by random chance from noclipping.

## Exits:

Many exits have been mentioned above.
Level 100

Level 100 is the 101st Level of The Backrooms.

## Description

Level 100 is comprised of a straight path of sand with an infinitely expanding ocean. The sand looks smooth, with the path itself going on for an unknown amount of time. From the singular explorer that travelled here however, the sand trail doesn't seem to have an end or start point. While going along this trail, one can occasionally encounter random objects. These objects will usually be personal belongings like cell-phones, photos, articles of clothing and other small items that would be carried by an individual. Information on this Level is limited due to only having been explored once. From the information learned, it seems that going far enough down the beach trail eventually leads to the occasional gravestone. Carved on each one is a drawing of a face, although each drawing is childish and rudimentary, the explorer described them as looking calm and though they're at peace. As well as faces, all the headstones have dates on them. It's currently unknown why they're there. But they are theorised to be the date of death, given that they're on a memorial. Both sides of the ocean of Level 100 are infinite, as even after swimming for multiple minutes, the explorer stated that the horizon never changed and the ocean just kept on expanding outwards. After taking some time to recuperate, the explorer decided to dive into the ocean depths. The ocean was mostly featureless, comprised entirely of sand. One can get clear visibility under the water, which easily displays the endless descent of the ocean floor. All comprised of nothing but sand, which eventually solidifies and clumps into rock.
Level 3999

## Description

Level 3999 Also known as "The True Exit" is certified to be the last normal Level of The Backrooms. This Level is an infinite neon arcade, the arcade resembles the arcades in The Frontrooms Also known as *"Reality"*. The arcade machines are durable and resist to damage, though some feature noticeable dents and other small signs of were. To play a game, simply insert any coin-shaped item, as the machines can take any currency or object that fits. It has been noticed that as some wanderers become invested in the game.
The Red Rooms

```
The Red Rooms

```

## Description:

The Red Rooms bear great similarity to their parent level, although some key differences set them apart. The area is shrouded in a deep red hue, from the crimson wallpaper to the darkroom-like lighting. The carpet is coarse and sticky, contrasting with the slick moist carpet of Level 0, and harboring colonies of mushrooms and black mould in dark corners. Radio communication in the area is as unreliable as in Level 0, and the longer a subject stays within, the poorer the quality of communication will become before halting entirely. The M.E.G. have documented three instances of field agents falling victim to the Red Rooms, none of whom were seen again after their radio communications deteriorated. This evidence suggests the rooms are extremely difficult or impossible to escape. During these short-lived M.E.G. communications, the area has been described as viscerally uncomfortable and generally distressing to exist inside of. Affected individuals report feelings of disgust, despair, and paranoia, as well as feelings of claustrophobia. These strong emotions compound the stress which often comes with the sudden break from Level 0’s monotony.These rooms are not to be approached or entered. If spotted, turn the other way and do not attempt to enter them under any circumstances.

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

## Bases, Outpost, and Communities:

No bases, communities, or outposts are known to exist within the Red Rooms.

## Entrances:

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

### Exits:

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

### Powers / Abilities

Green Lantern ring provides flight, energy projection and energy construct creation

**Jessica Cruz** is a member of the **Green Lantern** Corps who helps to protect Earth. She was ambushed, wedgied and spanked by Blackfire before being captured by Obsidian.

## Biography

Jessica Cruz was the first human female to be recruited into the Green Lantern Corps, serving as one of the protectors of Earth.

After learning of Blackfire's return to Earth. Jessica hunted her down and engaged her in battle. Unfortunately, Blackfire managed to overpower her and before long Jessica found herself being spanked and wedgied viciously while bent over her foe's knee. Blackfire delivered a wedgie strong enough to rip Jessica's panties clean off and stole her Green Lantern ring, and shortly afterwards an Obsidian team arrived to capture her.

## Appearances

### Obsidian

* Ninety Seconds to Spare
	+ **Wedgies Received:** spanking, ripping
Persons Of Intrest

## **What is a Person Of Interest?**

As odd as The Backrooms is in itself, some people still manage to stick out of the crowd like a sore thumb. Persons of Interest, referred to commonly as POIs, are both local and alien to this dimension, both hostile and peaceful to others, and they all have their different motives and drives to do what they want, often times using outlandish methods to reach those mysterious goals.

## **Can I add a new Person Of Interest to the page?**

Yes! Writing a POI article does not require the character to appear in any other articles. This means that as long as you have a good grasp on what you want to write, you can put that page here amongst all the other POIs, in alphabetical order.
Jyn Erso

**Jyn Erso** is a member of the Rebel Alliance who was sent on a mission to infiltrate an Imperial Star Destroyer. She was discovered and captured by two Stormtroopers, who wedgied and imprisoned her.

## Biography

Jyn Erso joined the Rebel Alliance in order to get revenge on the Galactic Empire, who had forced her father to work for them.

Jyn was sent on a mission to infiltrate an Imperial Star Destroyer and steal some key plans, but she was found by two Stormtroopers while changing into a disguise. The Stormtroopers tied her up and gave her an atomic wedgie (placing a vibrator into the front of her panties for good measure) and marched her down a hallway to an interrogation room, where they planned to wedgie and humiliate her further.

## Appearances

* Rebel Scum
	+ **Wedgies Received:** atomic, bondage, vibrator
Level 20

**Level 20** is the 21st level of the Backrooms.

## Description:

Level 20 appears to be reminiscent of some of the earlier floors in the Backrooms. Being a warehouse-like location that is approximately 200-300 kilometres wide in total (although more may exist, but has yet to be reached). With most rooms being around 30 meters across, and corridors ranging from 10 meters to 300 meters. When it comes to the rooms of Level 20, they are primarily filled with abandoned machinery of various eras. Interestingly, despite whatever condition said machinery is in, it appears to work as intended. Along with this, a sticky, oil-like substance coats most rooms, usually either being in pools on the floor or leaking from cracks in the roof. Interspersed between rooms are corridors, filled with boxes, crates, and racks of all kinds, obscuring most, if not every wall, usually leaving a straight, but narrow path between rooms to walk through. Attempting to open items within the corridors is not recommended, as they usually contain odd or outright dangerous items. If any bottles of fluids are found, regardless of "brand", will always contain the fluid found throughout the rest of the floor.

## Bases, Outpost, and Communities:

There are no known bases, outposts, or communities on this Level.

## Entrances:

Finding a rusted door on Level 19 will lead to Level 20.

## Exits:

The easiest way to leave Level 20 is to locate a corridor without any lights, completely drenched in the fluid found throughout the rest of the floor, continuing for several hours, will eventually bring you to either Level 6 or Level 22.
Level 1

## Level 1 "Habitable Zone"

Level 1 is the 2nd Level of the Backrooms.

## **Description:**

Level 1 is a large, sprawling warehouse that features concrete floors and walls, exposed rebar, and a low-hanging fog with no discernable source. The fog often coalesces into condensation, forming puddles on the floor in inconsistent areas. Unlike Level 0, this Level possesses a consistent supply of water and electricity, which allows indefinite habitation by wanderers providing that appropriate precautions are taken. It is also far more expansive, possessing staircases, elevators, isolated rooms, and hallways.

Crates of supplies appear and disappear randomly within the Level, often containing a mixture of vital items (food, Almond Water, batteries, tarps, weaponry¹, clothing, medical supplies) and nonsensical objects (assorted car parts, boxes of crayons, used syringes, partially burned paper, live mice, mice in a catatonic state that have been injected with unknown substances, shoelaces, loose change, bundles of human hair). The crates should be approached with caution due to their contents, but are a valuable resource.

In addition, crude paintings and drawings with no apparent origin or meaning appear on the walls and floors. They are known to change in appearance and disappear when not in a direct line of sight or when unlit. The light fixtures within Level 1 are prone to flicker and fail at inconsistent intervals; when this occurs, supplies are liable to vanish inexplicably and hostile entities may appear unexpectedly. These entities rarely attack in groups and tend to avoid light and large gatherings of people. It is advised to carry a reliable light source and sleep holding whatever items you do not wish to lose.

## **Entities:**

Known entities on Level 1 include Dullers, adult Facelings, Hounds, Skin-Stealers, and Scratchers.

## **Tom's Diner:**

• Run by Tom, a former chef before No-Clipping into The Backrooms.

• Has plenty of food in storage, resupplied by the B.N.T.G. every few months.

•Tom is an amiable and optimistic person, and his diner serves as a small social hub.
Entity 8

## Description

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

## Behaviors

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

## Biology

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

## Discovery

One of the earliest known video recordings of the Backrooms depicted a Wanderer running away from a Hound in an area that resembled Level 0. However since we don't currently know when the Hive was spawned (if it even had a beginning), we can't determine the origin of Hounds at this time.

## Do's and Dont's

#### Do's

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

#### Dont's

* Run away from Hounds the second you see one
* Attempt to tame them
Entity 1

## Entity 1 "Bacteria" NOT HOWLER!

>
> Entity 1 is a VERY dangerous Entity, this Entity is almost as tall as the walls in Level 0. This Entity is the first Entity to encounter in the entire Backrooms. This Entity is made out of the wires from the ceiling in Level 0, this Entity is dangerous for many reasons, first reason being that it stabs its victims with there hands eather in the chest or the stomach. The second reson is, they rip apart the people they *kill.* Entity 1 is very smart about Level 0. They write messages on the walls to lore there victims to kill them. These messages say stuff like Don't Move stay still, or run away.
> =========================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================
>
>
>

```
Do's and Dont's

```

```
Do's

```

## ▪︎Keep eye contact

```
Dont's

```
What is a Normal Level?

*Normal levels form the framework of the Backrooms, and vary greatly in size, danger, and inhabitability. Typical levels—for whatever value of "typical" can be expected from the Backrooms—tend to be infinite in size (though "bounded" levels are not unheard of), and often provoke a feeling of uncanny familiarity to those happening upon them. The laws of physics and nature as we know them cannot be relied on in the depths of the Backrooms; nevertheless, some of the more hospitable and stable levels are home to thriving communities, and some inhabitants have managed to survive in even the most dangerous levels. Entrances and exits to each level are catalogued to the best of our ability, as making a hasty retreat is often necessary. An important tip to remember is that levels are occasionally prone to instability; keeping this in mind, documentation of any level is subject to change without warning. Levels denoted with [NO DATA] have not yet been sufficiently catalogued. If you have eyewitness documentation of any of these levels, please contribute your findings to the database!* Out of the universe, normal levels are the bread and butter of the Backrooms—the varying environments that make up its ever-changing landscape. Levels are not always inhospitable and dangerous, nor are they always inhabited and well-documented; the format is rich with potential for environmental storytelling, so as always, feel free to get creative! Many of the most beloved levels aim to evoke a particular emotion or touch on certain themes, and as the author, you're free to bend the laws of reality as you please in order to craft a thought-provoking piece of the Backrooms universe.
Level 18

## Level 18 "Memories"

Level 18 is the 19th Level of the Backrooms. It resembles a childhood memory from your past.

## Description:

Level 18 appears different to every viewer, however, every viewer has noted it to be similar to a childhood memory. The age range of this childhood memory ranges from 2 to 5 years old. The most common appearance it can undertake is a preschool or a daycare. However, in cases where neither are present, it will resemble things such as a childhood bedroom, classroom, or playground. In very rare cases where the wanderer in question had no such memories, the room will resemble an empty void and will not affect the wanderer. Level 18 has numerous "voices" whispering to you whilst wandering. These voices can whisper a variety of things, however, the most common things it'll whisper are your biggest regrets or biggest mistakes. It is unknown how the room gains knowledge of these events, and as such, it is nearly impossible to suppress these voices. Level 18 is also capable of resurfacing deep-seated memories, which are forgotten. For example, dead childhood animals can be found, and will often cause the wanderer to enter a deep emotional state, even if they have no memory of the animal. Allergies are suppressed, through unknown means. Level 18 has been known to be addicting to certain wanderers, and some actively choose to stay on this Level. There is no harm posed in this, and the Level provides all materials required for survival. The Level itself has no threats around and is known to "enjoy" company. On Level 18, a rare Entity can be found, which helps guide wanderers throughout the floor. This Entity is called The Plush Dino and resembles a dinosaur plushie. The plushie is sapient and capable of movement. Throughout the floor, it can be seen wandering around. Due to the effects on the floor, and the fact that the plushie induces content emotions, it is unknown whether or not harm is possible to the plush. It is incredibly helpful, typically appearing with some materials such as food and water to provide to the wanderer.

## The Children

This Outpost is largely inhabited by a group of 20-25 people, all of whom spend all their time on Level 18, most notably referring to it as their lifestyle. They don't do much beyond staying on the Level and don't like The Plush Dino.

## Entrances:

This Level has no consistent entryway, due to it largely being based upon the wanderer themself. Most commonly, wanderers appear whenever they experience a resurgence of memories. However, there has been noted to be a consistent entrance on Level 17, despite being rare.

## Exits:

Exits have been noted to be in notable places, however, the most simple method is to turn around and leave, which will take you to Level 19. If you happen to encounter The Plush Dino, you can follow him for an extended period, which will take you to the Level you desire to go to. However, this method is known for sometimes taking extended periods of time.
Level 974

Level 974 is the 975th Level of the Backrooms.

## Description:

Level 974 appears to be a moderately sized home with pink theming throughout the interior. There appears to be no physical door leading to an outdoor area and windows within the level simply reveal artwork depicting what one would typically see outdoors, except with a notably "cute" theming to it. Due to its finite space, there are only a few rooms which can be accessed and explored in the level. This level consists of; a normal sized bedroom, a master bedroom, two bathrooms, a living room, and a dining room with an attached kitchen. Plumbing and electricity function normally in Level 974, and there is a decent WI-FI connection as well. These amenities have all been proven safe to use, and Wanderers are encouraged to use them while in the Level, as they may not encounter another safe spot for awhile. The distinctive quirk of this level is the pink and pastel theming and decor within it; the walls, furniture, and even the appliances all have this notable style of decor. These items are often branded with familiar mascots from the Frontrooms, such as characters from Sanrio and San-X. Many consumable items can be found here, such as Greasy Marshmallows and various types of food typically seen in the Frontrooms, these items are located within the kitchen's fridge and pantries. The food itself is in good condition and is completely safe to consume. Anything taken from the pantries or fridge will eventually replace itself by unknown means.
M.E.G(major explorers group)

## The M.E.G.

   *We are the glimmer of hope. We are the M.E.G. We promise to protect everyone we possibly can and explore the extraordinary places no one has ever seen before. We will keep you safe*. The M.E.G. (Major Explorer Group) is currently the largest Faction in the Backrooms, created with the goal of finding an escape. It is divided into small teams, focusing on varying tasks such as exploring, mapping out areas, and terminating hostile entities. The Group is run by "The Overseers", a team of three that watches over the various teams and holds the most knowledge. The M.E.G. has created a publicly accessible database to inform Backrooms denizens on how to identify and deal with the Backrooms' various anomalies. Every day a new discovery is made. They are not perfect, but no one is. They *will* find a way out.

## M.E.G. Bases

```
"Base Alpha" (Their First Main Base On Level 1)

```

```
"Base Omega" (Their Second Main Base On (Level 4)

```

```
"Base Gamma" (Their Third Main Base On Level 3)

```

```
"Base Beta" (Their Forth Main Base On Level 11)

```

```
"Base Epsilon" (Their Fifth Main Base On Level 283)

```

```
"Base Delta" (Their Sixth Main Base On Level 230)

```
Talking Tom Candy Run

Talking Tom Candy Run est un jeu de course infini. Dans le jeu, vous devez courir et collecter des bonbons. Il faut également récupérer les bonbons pour les remettre en vente dans les confiseries. Le jeu n'est plus sur le Play Store mais peut toujours être téléchargé depuis l'App Store, le Microsoft Store, le Nintendo eShop ou sous forme de fichier APK.

## Télécharger

Le jeu a été supprimé du Play Store en 2022, mais peut être téléchargé sous forme d'APK.

### APK

https://talking-tom-candy-run.uptodown.com/android
Level 17

Level 17 is the 18th level of The Backrooms.

## Description:

Level 17 appears to be an infinite labyrinth of the inside structure of a naval aircraft carrier. The level is made up of corridors and stairwells typically found on an *Essex*-class carrier. Occasionally, one may come across a flooded hallway. These hallways are one-way exits connected directly to the surface rooms of Level 7. Level 17 is mostly devoid of entities, having only a single entity exclusive to it. These entities, known as Imprints, are doppelgangers of past wanderers who have explored Level 17. While not physically dangerous, looking at an Imprint will cause great amounts of distress for unknown reasons. This effect is amplified when looking one of these entities in the eyes, typically resulting in the wanderer falling unconscious for three (3) to four (4) hours, and in extreme cases can lead to brain death. Heading up several flights of stairs will eventually bring you to the upper layers of Level 17. These upper floors have sealed translucent windows and doors with an unidentifiable light emitting from them. When the light emitted from these windows comes into contact with a wanderer, it causes said wanderer's lungs to slowly fill with water. Water will continue to fill the wanderer's lungs until either they are removed from the light or the wanderer dies, whichever comes first.

## Bases, Outpost, and Communities:

There are no known bases, outposts, or communities on this Level.

## Entrances and Exits:

Entry into Level 17 can be achieved by finding a submerged light source on Level 7. Swimming into this light source will transport the wanderer into a room similar in design to a ballast of a submarine. Water will drain from the room and entry into the lower layer of Level 17 will be granted.

Exiting Level 17 can be done in three different ways.

* Ascending the floors of the upper layer will eventually lead the wanderer to enter Level 11.
* Another way to exit Level 17 is to find a flooded hallway on the lower layer. These flooded hallways lead to the surface rooms of Level 7.
* Although rare, a consistent exit can be found leading to Level 18.
Magik

**Illyana Rasputin**, also known as **Magik**, is a mutant and student at the Hellfire Academy. Despite initially serving as one of Emma Frost's close friends and a chief bully at the school, Magik quickly found herself reduced to a wedgie nerd after being embarrassed by Kitty Pryde.

## Biography

Illyana Rasputin and her brother Peter both manifested mutant powers as teenagers, and as a result, they were enrolled at the Hellfire Academy when they reached college age. Upon their arrival at the school, Illyana became fast friends with Emma Frost, Wanda Maximoff and Neena Thurman, and the four gained a fearsome reputation as the university's wedgie queens.

After learning that her brother was going to go on a date with her frequent wedgie victim Kitty Pryde, Magik hunted down Kitty and planned to humiliate her and dissuade her from seeing her brother. Kitty managed to escape Illyana's clutches with her power of intangibility, and in the ensuing chase she ended up running into Emma Frost, accidentally phasing her out of her clothes. Emma furiously blamed both Kitty and Illyana for this humiliation, and as a result, Magik found herself dangling from the flagpole in a hanging wedgie right next to Kitty.

Following this, Illyana was cut off by her friends, losing her status as one of the school's most feared bullies and ending up as a pathetic wedgie girl like the nerds she'd previously taken so much joy in bullying.

## Appearances

### Hellfire Academy

* Listen To My Warnings
	+ **Wedgies Received:** hanging
* Hot as Ice (mentioned)
* Hellfire (mentioned)
Level 19

Level 19 is the 20th Level of The Backrooms.

## Description

Level 19 this Level is an old attic that is falling apart that is set up into different sections that have random roof shapes, these shapes could be Triangles, or squares, and more. And the spaces most of them are loaded to the brim with boxes, vintage furniture, and a bunch of just other clutter like a typical attic, a lot of the stuff is is damp like the carpet in Level 0 and no one knows how or why it's damp. But at the same time, some of it's dry. And those dry boxes are typically the ones with the most useful supplies like food, the only problem about that is that sometimes if you take food out of a box it instantly decays even though it was normal and fine and fresh inside iof the box, the second take it out it just rots and this doesn't just happen to food either it can happenen to clothes and furniture that have been taken out of boxes too, sometimes people have also reported dizziness, nausea, or even hallucinations while on this Level so it's a common thought that whatever makes the food and stuff decay also makes people sick. Underneath the floorboards of the attic where you're standing, you can sometimes see a faint orange glow or a white glow, that looks like it's coming from maybe a fireplace, although you can't see a fireplace it just has that kind of glow to it. This glow has a strange addicting trance-like quality that lures wanderers into staring at it for a long time, and some claim it even gives them a sense of "*Tranquility*" if they watch it which is kind of wacky. It's unknown where the glow comes from of why it makes people act like they do but it's thought that it's somehow connected to the weird decaying stuff that happens in a few weird cases, the glow has been somewhat sentient and has actually infected the mind of people that have been looking at it and it told that it exists which is really weird and because of this, it is recommended to not come here at all.

## Bases, Outpost, and Communities

There are no established Bases, Communities, or Outposts on this Level.

## Entrances

Well I got here via Level 1, just a couple meters away from the main M.E.G. base, I forget what stupid name it's being given. I was sent here by one of the new 'teams' being made. I just crawled through the hole in the wall that we've seen for weeks. Getting in was fine getting out, though. That's going to be an issue.
Level 1 (Archived)

**Level 1** is the 2nd Level of the Backrooms. It is roughly the same as Level 0, with a few major differences.

## Description

Exact descriptions of **Level 1** vary from person to person, some report to have seen gigantic "biomes" of terrain, while others have reported having seen huge expanses of grimy concrete filled with a low-flying fog. It seems that **Level 1** is completely random, or it appears different from person to person. However, the most common "theme" in **Level 1** is similar to the mono-yellow design of Level 0. The key differences are concrete walls instead of wallpaper, tile floors instead of carpet, and dimmer fluorescent lights. Beings typically lurk at or above **Level 1**. Known beings on **Level 1** include Dullers, Adult Facelings, Hounds, and Skin-Stealers. There are multiple ways of reaching **Level 1**. Like other levels, it can be reached randomly with stairs, elevators, and hallways, and one also has a small chance of landing here when no-clipping into the Backrooms. In addition, at any point, there's a chance the lights will begin to flicker on and off. Eventually the lights will turn off for minutes or hours at a time. While the lights are off, this level becomes very dangerous, so bring a light source if you're exploring.

## Colonies and Outposts

There are no known Colonies or Outpost on this level.

## Exits

You can leave **Level 1** by simply continuing to explore the Backrooms. **Level 1** usually leads to Level 2 or back to Level 0.
The Followers Of Jerry

## Jerry is god

> *You are here for a reason. You have been chosen; Because you are wonderful. And beautiful. Jerry loves you more than you could ever know… if you choose ignorance. But you can know. May the wingspan of a thousand feathers protect us in His embrace, forevermore shall his followers live in harmony and euphoria. Father Bluebird be with us. Come to Level 2. The Followers of Jerry will be waiting. He is waiting.* The Followers of Jerry is a religious doomsday cult that is lead by one "Father Bluebird", made up of both humans and entities that worship the entity known as "Jerry". Their main goal is to indoctrinate all life in The Backrooms into the cult. All hail Jerry. Out of universe, the Followers of Jerry have existed for longer than even the Wiki, so parts of their lore vary slightly from story to story. They're always a cult of wanderers who are indoctrinated by touching Jerry and work with the primary goal of expanding his reach by indoctrinating others, but as for the actual lore behind Jerry himself, that changes depending on the author, with several interpretations existing on the Wiki. Some write him as a powerful being, fully cognisant and taking advantage of those he has indoctrinated, while others write him as simply a normal bird with an unfortunate anomaly. If you're planning on writing for the Followers of Jerry, feel free to read the articles that other authors have written and pick your favorite interpretation of the lore to use. Whatever the case is, The Followers worship Jerry tirelessly and confidently believe that it is of the utmost importance to indoctrinate new members into the group. Led by Father Bluebird, The Followers have established outposts in a variety of levels throughout the Backrooms with the goal of spreading the word of Jerry and indoctrinating those they can into their cult.
>
>