recursal/Fanatic-Fandom huggingface dataset:
Which One Is Better?

**年齡分級 : 12歲**

**故事類別 : 恐怖**

人物 : Y/N**、**Lichi**、**Leo

故事內容: (註:這是一個遊戲角色的背景故事，也是來自於我的幻想)，4:00學校放學，Lichic和Leo兩姊弟一起回家，但他們並不想走這麼快，他們從小就遭受父親酒醉家暴和母親固執驕傲自大狼心狗肺的辱罵，甚至不分青紅皂白就被打，剛回家，果然聽到了父母的吵架聲，Lichi選擇回房放東西，Leo選擇去了廚房，剛好，父母就在廚房吵架，當他一踏進廚房，父親一見狀，直接拿一個小盒子砸向Leo，Leo摔倒在地，Lichi聽到聲音也走了進來，母親也拿起物品丟向Lichi，Lichi急忙把Leo帶走，二人在這個家受盡苦虐，一刻也不想待在這，二人決定離家出走，收拾好東西，快速的衝出家門，父母聽見摔門聲，惶然的從廚房跑了出來，打開門發現Lichi和Leo早已跑出房子，離家出走了，父母心裡那是又急又悔，但已經來不及了，他們只好走回房門，冷靜思考自己以前的過錯，畫面一轉，姊弟倆來到了一座廢棄的禁忌工廠，Leo心想"反正是廢棄的工廠且又是禁區，應該不會發現我和姐姐吧?"，進入工廠內部，見到早已廢棄多年的實驗室，之前的管理者貌似很喜歡血龍花，姊弟倆剛好也是，在他們年幼時，第一次拍的全家福的Lichi和Leo就是帶著血龍花花冠的，他們進到一間特別大的實驗室，突然，門自動關起來，原本和黃色的燈光也轉變成了血紅色，裡面也有許多骸骨，一個奇怪的聲音傳來"想報仇嗎?那就來吧...變得更堅強..."，神祕的聲音伴隨著黑色的魔力觸手向姊弟一面而來，姊弟倆就妹這些惡魂給改造且受盡折磨，二人的身體被上吊，被改造成了一對含有怨念的血龍花姊弟，只能用一隻眼睛看，如果少了血龍花半眼罩，姊弟就會發瘋，從善良清秀的個性變成怨仇瘋狂的殺手，二人上吊的屍體也被新聞報導了出來，父幕令是傷心不已，痛恨責怪自己。

遊戲剛該局會請玩家(Y/N)選擇救姊姊還是弟弟，也有選擇姊弟的選項，但這是個特殊的彩蛋，故事一開始姊姊/弟弟會和你說"等等再去救姊姊/弟弟好嗎?"玩家如果回答"好(或不好)"如果到最後玩家忘了去救姊姊/弟弟，姊姊/弟弟就會找來姊姊/弟弟報仇，且會和大boss一起出來，但相對會比較簡單，如果回答"好"，且有救回姊姊/弟弟(或剛開始就找到了彩蛋，順利解救兩姊弟)，那麼打boss就會和玩家一起戰鬥，相對的boss的難度會提高。

謝謝閱讀，希望您喜歡!
Turn Counter Clockwise (15) Degrees

The opposite of the "turn cw" (clockwise) block in Scratch is the "turn ccw" (counterclockwise) block. This block is also found in the motion category and is used to rotate a sprite around its center in the opposite direction, counterclockwise. Similar to the clockwise block, you specify an angle in degrees, and the sprite turns that amount in a counterclockwise direction. For example, "turn ccw 15 degrees" would rotate the sprite 15 degrees to the left. It's crucial for enabling sprites to rotate in both directions, enhancing the flexibility and dynamics of movements in Scratch projects.
FORO

Un foro es una plataforma en línea que permite a los usuarios discutir, intercambiar ideas y compartir información sobre temas específicos. Su objetivo principal es crear una comunidad en línea donde las personas puedan interactuar y aprender unas de otras.

Funciones y propósitos:
Intercambio de información: Los foros facilitan la difusión de conocimientos y la resolución de problemas al permitir a los usuarios publicar preguntas y respuestas.

Construcción de comunidad: Son espacios donde personas con intereses comunes pueden conectarse, formar lazos y establecer relaciones.

Discusión y debate: Permiten debatir ideas y opiniones sobre diversos temas, fomentando la participación y el intercambio de puntos de vista.

Partes de un foro:
Hilos o threads: Son conversaciones individuales creadas alrededor de un tema específico.

Publicaciones o posts: Son los mensajes escritos por los usuarios dentro de un hilo.

Moderadores: Usuarios con permisos especiales para supervisar y mantener el orden en el foro.

Usuarios: Individuos registrados que participan en las discusiones.

Cómo crear un foro:
Para crear un foro, se pueden seguir estos pasos generales:

· Elegir la plataforma: Hay opciones gratuitas como phpBB, bbPress, o pagas como vBulletin, XenForo, entre otras.

· Registrar un dominio y hosting: Para alojar la plataforma del foro en línea.

· Instalar el software del foro: Configurarlo según las necesidades y preferencias.

· Personalizar: Ajustar el diseño, crear secciones y establecer reglas de uso.

· Invitar usuarios: Promocionar y atraer a personas interesadas en los temas tratados en el foro.

Plataformas para crear foros:
phpBB: Una opción gratuita y de código abierto con amplia personalización.

vBulletin: Ofrece una variedad de características y opciones de personalización avanzadas, aunque es de pago.

XenForo: Destaca por su diseño moderno y su facilidad de uso.

bbPress: Un complemento de WordPress que permite integrar un foro en un sitio web.

Discurso: Enfoque moderno y centrado en la usabilidad.

Cada plataforma tiene sus propias características y ventajas, por lo que la elección dependerá de las necesidades específicas del usuario, el presupuesto y el nivel de personalización requerido.

Los foros han evolucionado con el tiempo, y su adaptabilidad y capacidad para crear comunidades en línea los hacen una herramienta invaluable para el intercambio de información y la interacción social en la era digital.
Turn Clockwise (15) Degrees

]]

The "turn cw" block in Scratch, short for "turn clockwise," is a motion block used to rotate a sprite around its center. When you use this block, you specify an angle in degrees, and the sprite turns that amount in a clockwise direction. For instance, "turn cw 15 degrees" would rotate the sprite 15 degrees to the right. This block is essential for creating rotational movement and is widely used in animations, games, and interactive projects to change the direction a sprite is facing.
リルガミンサーガ

(LLYLGAMYN SAGA)

概要
--

『Wizardry』の初期三部作

-シナリオ#1『狂王の試練場』

-#2『ダイヤモンドの騎士』

-#3『リルガミンの遺産』

を収録したカップリング移植版。販売元はローカス。

1998年2月26日、PS版発売。同年11月26日にSS版、12月18日にはWindows版が発売されている。

内容
--

基本的なゲーム内容は日本語PC版(PC-8801 / PC-9801 / X1 / MZ-2500 / FM-7)の#1(1985年)・#2(1986年)・#3(1987年)を基にしているため、FC版Ⅰ(1987年)・Ⅱ(1989年)・Ⅲ(1990年)とは大小さまざまな相違点がある。

一方で、モンスターグラフィック(および一部のイベントCG)はFC版と同じ末弥純の原画が使用され、『リルガミンサーガ』のために原画から新規に描き起こされたものも複数存在する。

楽曲もFC版を担当した羽田健太郎が新規に作曲している。

モンスター表示(戦闘画面の構成)は、設定で日本語PC版に準じたものに切り替えも可能。

また『リルガミンサーガ』オリジナル要素として、ゲーム内で倒したモンスターの打倒数とグラフィック・能力値、簡単な説明文が閲覧できる『モンスター博物館』、ゲーム内で入手したアイテムの発掘数と性能、グラフィックが閲覧できる『アイテム博物館』がある。

アイテムのグラフィックはゲーム内では表示されず、すべて本作のための新規描き起こしとなっている。

SS版には完全新規のボーナスダンジョンが追加されている。
CHAT

Un chat es una forma de comunicación en tiempo real a través de internet, donde dos o más personas intercambian mensajes de texto de manera instantánea. Puede realizarse en plataformas como aplicaciones de mensajería, redes sociales, sitios web específicos o incluso dentro de juegos en línea.

Los chats pueden ser privados, grupales o públicos, dependiendo de la configuración y la plataforma utilizada. Algunos chats permiten el intercambio de archivos, imágenes, vídeos y emoticones para enriquecer la conversación.

Existen diferentes tipos de chats:

Chat uno a uno: Es una conversación privada entre dos personas.
Chat grupal: Permite que varias personas participen en la misma conversación al mismo tiempo.

Chat en salas: Se trata de espacios públicos donde múltiples usuarios pueden unirse y discutir sobre temas específicos.

Chatbots: Son programas informáticos diseñados para interactuar con usuarios de manera automatizada, respondiendo preguntas o brindando asistencia.
Los chats han evolucionado con el tiempo. Han pasado de ser simples interfaces de texto a incluir funciones como llamadas de voz, videollamadas, cifrado de extremo a extremo para la seguridad, y sistemas de inteligencia artificial que mejoran la experiencia del usuario.

La comunicación a través de chats ha revolucionado la manera en que las personas se mantienen en contacto, trabajan, colaboran y comparten información en tiempo real, superando barreras geográficas y permitiendo conexiones instantáneas en todo el mundo.
Rafgang

**Rafgang** is a group of criminals who are enemies with Killgang and allies The Police temporarily.

## ***Members***

* Rafboy - Jake Harveyson. He drives chrome Dodge Charger and likes causing a small accidents. He loves Spark. He is brave and strong. His brother is Swiftboy.
* Spark - Riley Brown. She drives black ETK K-Series and doesn't like when her gang causes and accidents with so many deaths. She loves Rafboy. She is pretty and nice. She doesn't have any sibling.
* Demon - Ethan Hanksman. He drives yellow Durango or red Mustang and he likes crashing the police. He is so strong, he has got big muscles. His brother is Shadow.
* Shadow - George Hanksman. He drives blue D-Series and likes off-roading. He is the shortest in the gang. His brother is Demon.
* Swiftboy - Timon Harveyson. His real name was based on Rafguy's brother. He drives black Challenger and likes ramps. He is the youngest person in the gang. We can't sadly see him on this picture. Rafboy is in front of him. His brother is Rafboy.
* Destroyer - Jacob Thirdjohn. His real name was based on Rafguy's cousin. He drives black T-Series or black *MAN*. He is the oldest person in the gang. He doesn't have a brother.

### ***Deceased Members***

* Jack - (Deceased, Killed by Milo) Jack Blacksmithson. He was driving gray Audi Forz@ Hor1zon. He was killed by Millo.

### ***Former Members***

* Milo - (Traitor) Millo Henderson. He was driving orange Mercedes Benz. He was killed by Destroyer, but before it happened he killed Jack.

## **Gallery**

These are pictures of Ragang members - all on the background of beautfiful sunset. Pictures were taken in UTAH. If some gang member changes the car, it will automatically change to another car, on the same background.

## **Biography**

### The Traitor

Rafgang thinks of the plans how to get a revenge on Killgang. Spark almost gets killed, Rafboy too. They also try to send cops on Millo.

### Furious Revenge

Rafgang thinks of the plans how to stop a Killgang's delivery with stuff to torture them. They succed, but Spark got caught and almost killed again. Then, she drives with Rafboy through the freeway, but Killer shots Rafboy with a missile.

## **Trivia**

* Rafboy likes Dodge Charger the most. He was driving the car that wasn't Dodge Charger only once.
* Spark doesn't like cars that weren't created for racing.
* Demon likes off-roading cars.
* Shadow always takes only pick-up trucks, because he likes them.
* Destroyer is a truck fan.
* Swiftboy is in the gang just for fixing or modifing other cars.
* Jack had only one car in his life and only for 25 minutes.
* Millo when was in the gang, selled bombs to Killgang. Times when Rafgang and Killgang liked each other.
Scratch

Scratch Logo since 2.0

## System requirements

A web browser.

Above is the ui of scratch

Scratch is the world’s largest coding community for children and a coding language with a simple visual interface that allows young people to create digital stories, games, and animations. Scratch is designed, developed, and moderated by the Scratch Foundation, a nonprofit organization.

Scratch promotes computational thinking and problem solving skills; creative teaching and learning; self-expression and collaboration; and equity in computing.

Scratch is always free and is available in more than 70 languages.
Forever

In Scratch, the "forever" block is a control block that is used to create a loop that repeats its contained code indefinitely. It's represented by a yellow block with the word "forever" on it and is commonly used to create continuous and repetitive actions in Scratch projects.

When you place code inside a "forever" block, that code will keep executing in an endless loop as long as the Scratch project is running. This can be useful for creating animations, simulations, and other interactive elements in your Scratch projects that need to run continuously without stopping.

Here's an example of how the "forever" block is used:

1. Drag and drop a "forever" block from the Control category in the Scratch blocks palette to the scripting area.
2. Insert the code you want to repeat indefinitely inside the "forever" block.

For example, if you want a sprite to move left and right continuously:

In this example, the sprite will keep moving to the right by 10 steps, wait for 1 second, move back to the left by 10 steps, wait for 1 second, and then repeat this sequence forever.

It's important to be cautious when using the "forever" block, as it can potentially lead to an infinite loop that could cause your project to become unresponsive. Therefore, it's a good practice to include stop conditions within your code or to use other control blocks like "if" statements to control when the loop should terminate.
Scratchapedia Wiki

**Welcome to the Scratchapedia Wiki!**
coding

We are planning to move!
Meet the demo of the non-fandom wiki at

https://scratchapedia.miraheze.org/wiki/Main\_Page

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

## Important articles

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

*Need help building out this community?*

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

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

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

The flag of the Duchy.

Duchy of Sirene (1490 QA)

## Overview

The **Duchy of Sirene** is the predominant power in the region of Gorm Éadrom - it spans almost the entirety of the Éadromian coast and its capital, Sirene, sits on the mouth of the largest and most important river in Cyrn; the *Abhainn an Domhain*, or World River. It is currently ruled by Duke Páidí mac Gabhann who succeeded his father, Duke Oisín mac Gabhann, when he is presumed to have died during the Battle of Düghorm. After Páidí's coronation and towards the end of the War of the Three Pillars, the Duchy of Sirene declared independence from the crumbling Theocracy of Gorm Éadrom.
Krampus

* Normal
* Nightmare
* Previous
* Gacha

**Krampus** is the main antagonist of The Christmas Trials. He is based on the German legend with the same name, **The Krampus**.

## Biography

### Early life

When they were younger, Krampus and Chenoo were close. Then one day The four beasts massacred their village, killing their parents in the process. They then kidnapped the two brothers and kept them in a secret prison. After years of being held hostage, the beasts decided to turn Krampus and Chenoo into monsters, the two of them were forced to go their separate ways, Krampus resided in a cabin in the snowy forest.

### Kidnapping santa

One night on December 23rd, Krampus found Santa and the elves getting presents ready and so he decided to kidnap the two of them and put them in his cabin basement.

### The Christmas Trials

#### Quest 1

Once the player has interacted with the Elf, they are tasked to fix Santa's sleigh. The player must find three items: an odd control panel, a rope, and fire extinguisher in the cabin. After retrieving the items, the player has to repair the sleigh found in the backyard.

#### Quest 2

After interacting with the Elf, the second quest tasks the player to collect the toys that are scattered around the cabin. Originally, there were fifteen toys to collect, but MUCDICH made it harder by adding four more, making it now nineteen to collect in total. They are scattered around the map on every floor.

#### Quest 3

This last quest requires taking the key from **Krampus** to escape. This is self-explanatory, snatch the key from him when he's near you but avoid him at the same time.

#### Ending

Once the player gets the key from **Krampus** and returns to the Elf with it, the badge for completing the gamemode in Normal Mode will be awarded.

## Appearance

**Krampus** retains most of his previous design, but has a few visual upgrades such as a scarier face with bright red gums and a Santa-themed outfit. This garment that he wears, in fact, seems to be covered in blood. His hair is now covered by his red hood, and his teeth have yellowed and grown larger.

## Temperance

**Agile and aggressive**, he will roam around the cabin in search of the player and upon sight will begin to chase them. The player can use the large objects and cracks to hide from **Krampus**. When the player is out of his view, his chase theme will still play until he gets to where he last saw the player before resuming his hunt. He can also disappear and reappear at random moments, for having seen him do so. He tends to be called a camper because most of the time he baby-guards the basement, making it extremely difficult for everyone to talk to the Elf and free Santa without dying. **Krampus** is also decently fast so, it's difficult to outrun him. Many people have died to **Krampus** mainly because of his glitchy A.I and the glitches that he has.
Levels List

No levels are truly safe...

Levels are the sections which compose the Backrooms and they diverge in 2 groups:

* Normal Levels, these Levels go from 1-50 and are linear, which means you can enter a normal level through its precedent level, and exit through its next.

* Secret Levels, these Levels are non-linear, which means that there is not "really" a precedent level or its next, they are in short a deviation of the main path of the Backrooms. They usually have weirder properties than usual levels.

## Normal Levels list

Level 1-10

**Level 1:"Office space"**

**Level 2:"Lurking danger"**

**Level 3:"Maintenance shaft"**

**Level 4:"The basement"**

**Level 5:"Thalassophobia"**

**Level 6:" Lights out"**

**Level 7:"The Poolrooms"**

**Level 8:"The Docks"**

**Level 9:"Disfigured Home"**

**Level 10: "𝚂𝚒𝚖𝚞𝚕𝚊𝚝𝚒𝚘𝚗"**

Level 11-20

**Level 11:"UNKNOWN"**

**Level 12:"UNKNOWN"**

**Level 13:"UNKNOWN"**

**Level 14:"UNKNOWN"**

**Level 15:"UNKNOWN"**

**Level 16:"UNKNOWN"**

**Level 17:"UNKNOWN"**

**Level 18:"UNKNOWN"**

**Level 19:"UNKNOWN"**

**Level 20:"UNKNOWN"**
Ninja Tools

A breakdown of various types of ninja tools categorized by their functions in *Ninja Master: A Shinobi's Tale*.

### Weapons:

* **Shuriken:** Throwing stars designed for ranged attacks and distractions.
* **Kunai:** Multi-purpose throwing knives used for offense, defense, and as climbing tools.
* **Senbon:** Needle-like projectiles often used for precision strikes and to disrupt an opponent's chakra flow.
* **Ninjatō:** A straight-edged, shorter sword favored by ninjas for its versatility and concealability.
* **Kusarigama:** A chain with a weighted end attached to a sickle, useful for both long-range and close-quarters combat.
* **Fūma Shuriken:** A large, collapsible shuriken with multiple blades, capable of covering a wider area.
* **Blowgun:** A concealed tube used to launch poisoned darts or other projectiles silently.
* **Chokutō:** A straight-bladed, single-edged sword, often used by ninja for its simplicity and ease of concealment.

### Clothing and Accessories:

* **Ninja Gi:** Traditional ninja attire designed for stealth, flexibility, and ease of movement.
* **Ninja Headband:** Worn with a metal plate engraved with the village symbol, signifying a ninja's allegiance.
* **Camouflage Cloak:** A cloak with color-shifting properties, aiding in blending into various environments.
* **Smoke Bombs:** Canisters that release a dense smoke cloud, providing cover for stealthy escapes or surprise attacks.
* **Flash Bombs:** Emits a blinding flash of light upon detonation, disorienting opponents.
* **Grapple Hook and Wire:** A tool for climbing, traversing terrain, and creating improvised ziplines.

### Consumables and Tools

* **Medical Kit:** Contains bandages, antiseptics, and healing salves for field treatment of injuries.
* **Poison:** Small containers holding various toxins for coating weapons or creating traps.
* **Chakra Pills:** Consumable pills that replenish chakra reserves in times of exhaustion.
* **Explosive Tags:** Paper tags infused with chakra that explode upon activation, used for traps or offensive measures.
* **Scrolls:** Used for sealing and summoning objects, weapons, or even creatures.
* **Sleeping Gas Pellets:** Small pellets that release a sleep-inducing gas, useful for stealth and non-lethal approaches.
* **Invisibility Cloak:** A cloak with enchantments that render the wearer temporarily invisible for covert operations.
Colony list

Colonies are groups of people that stick together for a common goal, they are separated in 2 categories:

* Normal colonies. Normal colonies are colonies the achieve a total member count below 50, they usually have only 1 outpost.

* Major colonies. Major colonies are colonies with a total member count of 50 or more and they usually have many outposts

## Colony list

Big Band

A major colony that focuses on settling down in the backrooms.

* Friendly.

* Willing to trade.
Mikazuki

Mikazuki is a major antagonist in Rebirth's Chapter 1. She appears in the frost caverns where she hunts Akari down, and makes her final appearance in her chase scene, where she grabs Akari by the neck and throws her into the pit. Sending her down into Yuma's realm.

## Physical Appearance

Mikazuki is a tall woman with long, messy blue hair, a hideous face bearing yellow eyes, a pointy nose, eye bags and a slit smile. Her attire consists of a light blue kimono with long sleeves, and also a snowflake earring. She also has a crescent moon hair clip, likely reference to her name translation.

## Biography

### Rebirth's book

#### Chapter 1

##### The snow cavern

She makes her first appearance as a jumpscare in the frost cavern, jumping out of hole to try and kill Akari with her sharp nails, Akari manages to fend her off and continues her path. It is her that Akari must look at the symbols on the walls to see which items to burn and which flame to burn them in. It is during this that Mika will force Akari in a game that requires her to shove Mika away whenever she appears peaking around a wall, if she does not do this fast enough Mika will stab Akari to death with an icicle.

##### Chase sequence

After Akari burns the items she needs to, she makes her way to the exit of the caverns, it is here that Mika will begin her rampage, becoming much faster and having an increased sight range, Akari still survives and makes her way to the frosty bridge. This is where Mika gets furious and chases Akari through the bridge complex doing her best to kill her. At the end of the chase sequence Akari stops for a bit to catch her breath, although when she enters through the double doors she finds Mika waiting, the two will then engage in a fight, Mika wins the fight, grabbing Akari by the neck and throwing her into the pit, sending her into Yuma's dimension.

## Personality

Mikazuki has been shown to be a cruel and aggressive woman, killing anyone who stumbles upon Yuma's world and doing whatever it takes to protect her treasure, she is also shown to be sneaky during the peek a boo game stealthily creeping towards the player as they solve the memory puzzle.

## Relationships

### Yuma

Yuma is Mika;'s leader and due to this she praises and serves her, collect the skulls of her victims and offering them as sacrifice to Yuma, she will also kill anyone who stumbles upon the promised world, if she is unable to kill them she will throw them into the pit which leads them to Yuma's world, in hopes a monster from down there will kill the person.

### Akari Suzuki

Mikazuki has a burning hatred for Akari, doing whatever it takes to brutally murder her, she insults Akari during the frost cavern segment and laughs whenever Akari picks up the wrong item, to mock her.

## Trivia

* She is the most teased monster for Rebirth's Chapter I
* She is currently the first monster in the game to be able to kill you during memory puzzles
* She is based off of Tsusara-Onna
* Lore writers have confirmed that she is the lady who invites Akari to the promised land in the prolouge of Rebirth's book, this could also mean she has the ability to shapeshift
Epithet of Martania Wiki

**Welcome to the Epithet of Martania Wiki!**
Epithet of Martania is a medieval dark-fantasy minibuild roleplay inspired by a D&D campaign I was in and irish mythology.

The main focus will be on **building** and **character RP**. This wiki will contain pages about:

* The Known World (off-map locations)
* Cyrn (the location of the RP) and its history, regions and extant nations
* Nations, full list over the graveyard of nations & current nations
* Races, full list of races present in Cyrn
* Characters, full list over player- and lore characters

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

## Portal Articles

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Big Band

Colony: "Big Band"

Description

"Big Band" is the third largest colony in The Backrooms with around 100 members. They are also the first "major" colony established, having been created in 1981.

Big band ideology is that The Backrooms are truly inescapable and the only thing to do is to settle down comfortably.

Big Band is Friendly and open to trade.

Here are some important additional informations about Big Band :

 Armament
 Member count

Goverment

Big Band is lead by a group of around 5 councilers which are elected from/voted by members of Big Band every 2 years. Councilors have the power to vote, create and abolish laws. They are also in charge of of taking care of the justice & administrative departement.

History

Big Band was formed in 1981 when a group of exactly 10 members now known by Big Band as the "founders" officially created the colony and called it Big Band as most of them were fans of jazz, and it is also a reason why more generally music is a big part of the culture in Big Band.

A few monthes later Outpost Gold in Level 29 was established and around 1985-2000s it was the "gold age" of Big Band where they were the greatest colony.

Outposts

Big Band has 2 outposts:

* Outpost Blue in Level 3. Around 10 members.

* Outpost Gold in Level 29. around 90 members.

* Used to have an outpost in Level Fridgiophobia known as White Rabbit, it declared its independence in 2001.
Level 3

Level 3: "Maintenance shaft"

Secure

Unsafe

 Medium entity count

↳Grunts

↳Ghost Spiders

↳Meatballs

Level 3 also known as "Maintenance shaft" is a level comprised of industrial hallways varying in color that sometimes leads to different rooms (see below). Level 3 average temperature is around 28°C, though it can vary with the hallway/room and the time.

Level 3 Has a good amount of basic necessities (food, water and other necessities) but also a good amount of industrial suplies such as rubber or some chemicals (such as bleach, ethanol and others).

 Room types

 Empty rooms

* Self explanatory. [Common]

 Inondated rooms

* Inondated rooms are connected to a hallway via a staircase. These rooms can make the wanderer exit the level to another one if they fully imerge themeselves into one. The exit depends of the water color. Blue water leads to Level 7, Green Water leads to Level 12, Muddy water leads to level 5. [Rare]

Storage rooms

* Storage rooms a the only places that contains any kind of supplies. They vary in sizes and have inconsistent room shape. [Uncommon]

 Colonies & outposts

Sunset Dreamers Outpost Beta The second biggest outpost of sunset dreamers. It is well armed and is comprised of a cafetaria, a dorm, an office space and an armory. Around 25 members.

* Friendly.

* Willing to trade.

Big Band Outpost Blue The only other base of Big Band, armed, comprised of a dorm, a small office space and a cooking station. Around 10 members.

* Friendly.

* Willing to trade.

There are other undocumented, small colony bases on Level 3. Around 2 to 5 members.

* Friendliness dependable.

* Willingness to trade dependable.

 Entities

Grunts, Ghost spiders and Meatballs have been observed in Level 3.

 Entrances

* You can enter Level 3 via Metal doors that indicate "Maintenance shaft" in Level 2.
* You can enter Level 3 via a Wooden door in Level 4.
* You can enter Level 3 via rare trapdoor in level 8.
* You can enter Level 3 via random No-clipping in any levels.

 Exits

* You can exit Level 3 via a Wooden door to Level 4.
* You can exit Level 3 via a rare trapdoor to Level 8.
* You can exit Level 3 via inondated rooms (see above).
* You can exit Level 3 via random No-clipping to any levels except The Downrooms.

Credits

**Level written by potatodablol**

**Images taken from Google**
Level 8

Level 8: "The Docks"

Secure

Unsafe

 Medium entity count

↳Grunts

↳Royal worms

↳Potential for unknown entities

Description

Level 8 also known as "The Docks" is a level comprised of a multitude of dock made out of wood at night, the only natural lighting in Level 8 is the light posts and the only other type of furniturs are benches. The temperature in Level 8 is 15°C (59°F) and there is no wind making the environment unusually quiet. The water in Level 8 is considered dengerous has some people swimming to far are reported missing, a wanderer also reported red eyes staring at them from the water, another reported some unknown entity screech.

Supplies on Level 8 are rare and are mostly found on benches which consists of food and water.

 Colonies & outposts

No colonies or outpost in Level 8 have been found or documented, but there is a high probability that there are one more small settlements due to how "safe" the level is.

 Entities

Grunts are rare and royal worms even rarer but it is theorized that there unknown entities in the water.

 Entrances

* You can enter Level 8 via slides in Level 7.
* You can enter Level 8 via swimming long enough on the outer parts of Level 21.

 Exits

* You can exit Level 8 to Level 21 by swimming long enough in the water to Level 21.
* You can exit Level 8 to Level 7 from slides.
* You can exit Level 8 to Level 9 by entering small sheds.

Credits

**Level written by potatodablol**

**Images taken from fandom**

**Huge inspiration from Level 7.5 fandom**
Level 1

Level 1: "Office space"

Unsecure

↳Lack of supplies

↳Impossiblity to navigate properly

 Safe

Minor entity count

↳Grunts

Level 1, also known as "Office Space" is an empty office building with concrete walls, floor and ceilling, greyish carpet. Random details such as ceiling fans, outlets, non working cameras and random windows that shines bright light and are the only source of light in Level 1, rarely piece of funitures with sometime small amount of supplies in them. Level 1 is very calm with for only natural noises from the ceiling fans. A weird thing about Level 1 is that no dead bodies have been found.

Level 1 size is unknown but its is thought to have an end (size is tought to be on a planetary level). The longest distance documented done in Level 1 is 906.3 Km (563 Miles) done by Big Band in a 5 person expedition that started in 12/07/2007 and roughly took 10 days.

 Special rooms

 Help rooms

* Help rooms very rare rooms that are most of the time smaller than usual rooms where other more experienced wanderers (mostly nomadic people from Level 2) place helpful supplies such as food, water, documentation on entities and levels, and sometimes other things such as tools.

 Dark rooms

* Pitch black rooms are rare rooms where the light isnt working properly, windows are pitch black, fake exit door appears, the carpet is swapped to a dark blue one and sometimes square chunks of carpet varying in sizes are missing and the ceiling has been replaced to fake ceiling tiles. Hallucinations are more common and it has been documented that black rooms have sanity draining properties.

 Colonies & outposts

No colony or outpost in level 1 have been found or documented.

 Entities

Grunts have been documentated to be in Level 1 even though insanely rare.

There is also a theorized entity that never has been sighted or reported, this entity is the supposed reason of why there was never a dead body found.

* You can enter Level 1 via No-Clipping in reality or any Levels.
* You can enter Level 1 via doing the elevator game in reality.

 Exits

* You can exit Level 1 by entering elevators or vents that leads to Level 2.
* You can exit Level 1 via random No-clipping to any levels except The Downrooms.

Credits

**Level written by potatodablol**

**First image taken in the youtube video "places that portray emotions that don't exist yet" by Float**

**Second image taken from Google**
Meatballs

Meatballs are an hostile entity with the apperance of a flesh composed humanoid. They are also somewhat intelligent, they might try to ambush victims and preys by hiding.

Additionally Meatballs flesh is eatable but tastes bad, so usually wanderers pair it with royal jelly to make it taste good. Also yes a well known meal throught the Backrooms is the Meatballs meatballs (sounds stupid i know).

### Biology

Meatballs are mostly composed of flesh to the exception of bones and organes. They are composed of a harder flesh on the exterior to protect the inner muscles, organs and bones. Meatballs are slightly different from each others as they're deformations differ from individuals

### Do

* Be careful while going througha level where this entity is present.

* Meatballs aren't much more stronger physicly and durable as humans so carrying basic weaponery will assure you protection to Meatballs (a wooden spear is for exemple enough).

* Check basic hiding spots like corners or narrow walls.

* If a chase between you and a Meatball occurs run as fast as you can, don't try to hide.

### Don't

* Don't hide after a chase between you and a Meatball they will probably find you and kill you.
Level 6

Level 6:"Lights Out"

 Unsecure

↳Darkness

↳Lack of supplies

Unsafe

↳Potential for non-euclidean spaces

↳Potential sanity draining properties

 Unknown entities

↳Shadows

↳Unknown entities

Level 6 also known as "Lights out" is an extensive industrial complexe devoid of any natural lighting, the apperance of Level 6 can be different from a room to another. Level 6 is theorized to have a non-euclidean geometry as wanderers have reported not being able to go back the same way they did, this could very well be due to potential sanity draining properties of Level 6 that reinforced with the darkness recreates the feeling of a non-euclidean space. Level 6 is constantly at 12°C (53.6°F) and the faint sound of ventilation can be heard throughout the level. Furnitures in Level 6 appears broken and supplies are very rare.

 Colonies & outposts

Colonies or outposts have been deemed impossible to be established in Level 6 due to it's properties.

 Entities

Shadows and unknown entities have been the only entities found in Level 6.

Entrances

* You can enter Level 6 via a highered up metal door in level 5.
* You can enter Level 6 via random No-clipping in any levels.

Exits

* You can exit Level 6 via a transitioning hallway that eventually leads to a staircase made out of pool tiles to Level 7.
* You can exit Level 6 via random No-clipping to any levels except The Downrooms.

Credits

**Level written by potatodablol**

**First images taken from the Youtube video "The ENTIRE Backrooms Iceberg EXPLAINED" by CreepyDemon**

**Second image taken from Float's liminal space videos"**
Level 10

Level 10: "𝚂𝚒𝚖𝚞𝚕𝚊𝚝𝚒𝚘𝚗"

Unsecure

↳No supplies

Semi-safe

↳Somewhat unstable

↳Sanity altering properties

¿No entities?

Description

Level 10 also known as "𝚂𝚒𝚖𝚞𝚕𝚊𝚝𝚒𝚘𝚗" is a vast expense almost perfect looking, grass-hills, with a blue sky and clouds that seems frozen in time, mountains in the back that no wanderer were able to reach yet, and the sometimes glitchy sound of wind and bird chirping. There has been rare occurences of the sky suddenly glitching, and less rare occurences of the sound in Level 10 also glitching.

Hallucinations

Hallucinations are more common, aswell as "special" on Level 10. One exemple of this are buildings or towns, one will usually hallucinate whole towns or buildings. If one encounters this type of hallucination they should run until they dont see iy anymore and do NOT touch the buildings this may drain one sanity further

 Colonies & outposts

No colonies or putpost have been found inside Level 10.

 Entities

No entities inside Level 10 have been found but it is theorized to be some.

 Entrances

* You can enter Level 10 from a window that leads to an exterior in Level 9.
* You can enter Level 10 from walking far into a plain zone in Level Fridgiophobia.
* You can enter Level 10 via random No-clipping in any levels.

 Exits

* You can exit Level 10 to Level 11 via a rare path leading to a dark "block".
* You can exit Level 3 via random No-clipping to any levels except The Downrooms.

Credits

**Level written by potatodablol**

**Images taken from Google and**

**Inspiration to The Voidcluster Level 6**
Bible Verses

Here's a bible verses for my series and episodes of VeggieTales with Sol of the Mystery Dungeon Chapters.

## Bible Verses

* Sol and the Awakening: Moses said to the Lord, "Then the Egyptians will hear about it! By your power you brought these people up from among them" - Numbers 14:13.

* Sol and the Driftwood: "Samaria and its king will be cut off; they will float away like driftwood on an ocean wave." - Hosea 10:7

* Sol and the Registration: "Stand firm, and hold to the teaching we passed on to you." — 2nd Thessalonians 2:15

* Sol and the Cheers: "And we know that God causes all things to work together for good to those who love God..." - Romans 8:28

* Sol and the Man Purse: "He who is greedy for gain troubles his own house..." - Proverbs 15:27a

* Sol and the Rodeo: "Keep alert and pray. Otherwise temptation will overpower you. For though the spirit is willing enough, the body is weak." - Matthew 26:41

* Sol and the Flashback: "I have said these things to you, that in me you may have peace. In the world you will have tribulation. But take heart; I have overcome the world." - John 16:33

* Sol and the Questioned Sanity: "A fool gives full vent to his spirit, but a wise man quietly holds it back." - Proverbs 29:11

* Sol and the Family Reunion: "And to the assembly of the firstborn who are enrolled in heaven, and to God, the judge of all, and to the spirits of the righteous made perfect," - Hebrews 12:23

* Sol and the Odd Tangs:
Sol and the Family Reunion/Transcript

Larry: I'm Larry the Cucumber.

Eevee: And I'm Eevee.

Sol: And we're here to answer your questions.

Larry: That's right.

Eevee: I think you're wondering where Bob is?

Sol: I don't know.

Eevee: He went to Spinda Cafe today. But don't worry, He will be here pretty soon.

Larry: (very excitedly) Oy! I just remembered! I got an e-mail from a... (O Face Cue) Glammeow in Mt. Bristle?!

Sol: Yikes!

Eevee: We've only been here for half an hour, We can stop for a rest though, if you like. Right, Larry?

Larry: This is terrible! They got a email from a Pokémon instead of a kid!

Sol: What's that... Larry?

Eevee: Larry, just take a moment and calm down. Now, tell me exactly what you saw. (Sol becomes bristled after that)

Sol: (Quoting Sol and the Questioned Sanity) Don't you think he's had enough?

Eevee: I think so. Glammeow, I heard that a chapter story will do the trick. So get ready for..."Sol and the Family Reunion". Roll film!

### Story

Narrator: One might have thought that dumping a bucket of water over someone's head was a surefire way to make an enemy, but instead it sparked a friendly rivalry between Sol and Loudred. They would try to outmatch each other in trivial competitions, or try to out do each other in pranks, but by the end of the day they would be laughing about it with no hard feelings. After two weeks at the guild, Sol and Eevee got to know most of the other apprentices fairly well in between training (if throwing them out to do jobs with no real instruction could be considered training). Eevee and Bidoof hit it off right from the start with Corpinish joining in soon after. Sol found she rather liked the quiet and thoughtful Chimecho, and the overly dramatic Sunflora was all right in small doses. Chatot was still a jerk, but Sol could deal with that. The there were the people in Treasure Town, though Sol hadn't found the time to get to know many of them personally. After getting Azurill back safely, the brothers regarded team Wanderers with a sort of idol worship, which Sol was far from comfortable with. The Kecleons were also overjoyed with Azurill's rescue, being quite fond of the two. They even offered Sol with the cherry wood staff she had admired earlier as a reward, which was gratefully accepted. Sol had then bought a pack, plain dark brown and slightly worn but serviceable, and strapped her staff to it so it rested against her back in easy reach.

Eevee: I've just got to drop off some stuff at Kangaskhan Storage before we head out on that job,

Narrator: Eevee told Sol as they walked through the town.

TBA
Level 9

Level 9: "Disfigured Home"

Secure

Semi-safe

 Medium entity count

↳Meatballs

↳Grunts

↳Fake furnitures

↳Undocumented entities

Description

Level 9 also known as "Disfigured Home" is an extensive earie, somewhat furnished, house complexe that does not seem to have a "base" form, rather its structural design seems to vary alot, everchanging wallpaper, carpet changing color or becoming straight wood, the utilities, poorly working are described as "off" or "weird". Windows can shine bright light and other deep dark, Level 9 feeling of "altered reality" is more powerful than other levels. The only true "base" form of Level 9 is the fact it's an earie house complexe and nothing else.

 Room types

 Kitchens

* Mostly self explanatory, empty kitchens with cooking poorly working kitchen appliances.

 Bathrooms

* Mostly self explanatory, "non human" looking bathrooms with barely running water. Water in Level 9 isn't suitable for long term use, the water is "cloudy" and might cause diarrhea.

 Colonies & outposts

Sunset Dreamers Outpost Alpha, third biggest Sunset Dreamers outpost, around 25 members, well armed, comprised of 5 bathrooms, 13 bedrooms, 2 kitchens and 2 bigger part, one used as entrance and the other as a "living room".

* Friendly.

* Willing to trade.

Homies, around 5 members, some what armed.

* Friendly.

* Willing to trade.

High probability for other undocumented colonies & settlements.

* Friendliness dependable.

* Willingness to trade dependable.

 Entities

Grunts, meatballs, fake furnitures and rare sightings of undocumented entities have been documented.

Entrances

* You can enter Level 9 from small sheds in Level 8.
* You can enter Level 9 via special doors in Level 18.
* You can enter Level 9 via random No-clipping in any levels.

 Exits

* You can exit Level 9 from windows that leads to an exterior to Level 10
* You can exit Level 9 from hard oak wood with a slight sound of splashing water reverbating from it to Level 8.
* You can exit Level 9 from special doors in Level 18.
* You can exit Level 9 via random No-clipping to any levels except The Downrooms.

Credits

**Level written by potatodablol**

**Images taken from Google**
Level 7

Level 7:"The Poolrooms"

¿Secure?

¿Safe?

Unknown entities

↳Unknown entities

Level 7 also known as "The Poolrooms" is a vast complexe of interconnected rooms and corridors submerged in a consantly undulating lukewarm water. Most of the structure in Level 7 is covered in small, white, ceramic tiles that looks like it has been layed on a grey mortar, the natural structure of Level 7 is unbreakable, and no signs of damage to the structure has ever been seen. The light in Level 7 comes from windows that shines bright light, the windows usually change shape from a room to another but always keep the same brightness intensity.The temperature in Level 7 is 37°C (98.6°F) with a humidity level of 64%, which combined makes it dangerous for long stays unless you have a proper infrastructure for ventilation. The natural sound of Level 7 is the constant echoing sound of the undulating lukewarm water.

Level 7 water has some minor sanity restoring properties over short period of times, the sanity restoring processus only starts when the subject in contact with the water with atleast 20% of their body surface. here is a chart for better understanding.

 0.5-2h
 2-5h
 5h+

Keep in mind that you need to stay atleadst 48h outside Level 7 for the sanity recovering processus to start again, and that it only recovers a fraction of one's sanity so unless you are at a level with direct acces to Level 7 it is generally not advised to go for here for the sole purpose of sanity recovering.

Private pools

Private pools are rare rooms that differ from the main Poolrooms. They always have one entrance and 1 or more pools, they are usually house to unknown entities...

Colonies & outposts

Sunset Dreamers Outpost Gamma, The smallest outpost of Sunset Dreamers, is composed of roughly 10 members, lightly armed, they set up in a private pool and have built a proper ventilation system. They also move merchandise & goods for trading via boats.

* Friendly.

* Willing to trade.

 Entities

There is a good amount of unknown entities in Level 7, a for exemple reported case was a wanderer getting attacked by "something invisible". They mostly reside in private pools but there are some reported case of unknown entity being in the main Poolrooms.

    Entrances

* You can enter Level 7 via an inondated blue water pool in Level 3.
* You can enter Level 7 via a staircase made out of white cermic in Level 6.

Exits

* You can exit Level 7 by swimming down in deep pools of water to Level 5.
* You can exit Level 7 via a water slide to Level 8.
* It is theorized that you can exit Level 7 by going through a room just like the one on the right to the Farlands, as no one returns from going through this room...

Credits

**Level written by potatodablol**

**Images taken from https://www.jaredpike.art and floats liminal space videos**

**inspirations from https://www.jaredpike.art and from the Backrooms fandom**
Big No

The moment when a character and a Pokémon realizes that something awful has happened, or notices that something awful is about to happen, and screams ***"NOOOOOOOOOOOOOOO!"*** It can also be used when a character and a Pokémon is angrily refusing to do something. Screams of "NOOOOOOOOO!" are even in Big Idea's works.

## List

### VeggieTales

* In Sol and the Cheers, Eevee did this after they're overslept.
* In Sol and the Odd Tangs, Sol yelled this as she jumped from the crystal.
* In Dusknoir and the Decision, Eevee cried this when Charmander runs over into Sol.
* In Boyz in the Sink: Live from Paducah, Larry and Eevee both yelled this when he heard Junior gave his hairbrush to Apollo Gourd.
Level 2

Level 2: "Lurking danger"

Unsecure

↳Impossiblity to navigate properly

Unsafe

High entity count

↳Meatballs

↳Grunts

↳Shadows

↳Deathworms

Level 2 also known as "Lurking danger", similar to Level 1 is an office building with concrete walls and floor, a fake office ceiling, and a random patterned carpet. Level 2 is partially-furnished with most furniturs being the average office space furniturs one would see, most piece of furniturs include supplies useful to survival and crafting.

Level 2 supplies list:

**\* Electronic components (uncommon)**

**\* Canned and packaged foods (semi-rare)**

**\* Bottles of safe drinking water (common)**

**\* Tools (rare)**

**\* Mechanical parts (rare)**

Level 2 size is unknown but theorized to be smaller than Level 1 as meeting people is more common on this level.

Colonies & outposts

Nomadic peoples of Level 2 are the only know groups "residing" (they only spend most of their time there) with them either scavenging or resting in small bases, they're groups are comprised of 2-6 people.

* dependable But mostly friendly.

* dependable But mostly willing to trade.

Entities

Level 2 entities includes meatballs, grunts, shadows and rarely Death worms in the vents.

Entrances

* You can enter Level 2 via vents and elevators in Level 1.
* You can enter Level 2 via Metal doors that indicates "Personel only" in Level 3
* You can enter Level 2 via random No-Clipping in any levels

 Exits

* You can exit Level 2 via Metal doors that indicate "Maintenance shaft" that leads to Level 3
* You can exit Level 3 via random No-clipping to any levels except The Downrooms.

Credits

**Level written by potatodablol**

**Image taken from google**