recursal/Fanatic-Fandom huggingface dataset:
Goblinler

Goblinler, genellikle küçük boyları ve orantısız uzun kollarıyla tanınan yaratıklardır. Derileri genellikle yeşil, kahverengi veya gri renklerde olabilir. Sivri kulakları, küçük burunları ve dişleri, goblinlerin tanıdık görüntüsünü oluşturur. Çoğu zaman kötü huylu veya kurnaz bir ifadeye sahiptirler.

Goblinler genellikle küçük ve çevik oldukları için sürpriz saldırılar ve tuzaklar kurma konusunda yeteneklidirler. Okçuluk, pusuya yatma ve sinsi saldırılar, goblinlerin savaş stratejilerinde yaygın olarak kullanılan taktiklerdir. Ayrıca, basit silahlar ve tuzaklar kullanma konusunda da becerilidirler.
Goblinler, farklı kültürlerde farklı şekillerde anlatılmıştır. Bazı hikayelerde, goblinler sadece çıkarcı ve zarar veren varlıklar olarak tasvir edilirken, diğerlerinde daha kompleks ve duygusal yönleri vurgulanır. Örneğin, bazı masallarda goblinler, insanlara yardım eden veya dostane varlıklar olarak ortaya çıkabilir.
Minotorlar

Minotorlar, genellikle iki bacaklı, boğa başlı, kaslı ve kıllı varlıklar olarak betimlenir. Boynuzları, güç ve liderlik simgesidir ve her minotora özgüdür. Vücutlarında, dağlık ve kayalık arazilere uyum sağlamak için dayanıklı bir deri bulunur. Savaşçı doğaları ve güçlü fiziksel yapıları, minotoları Zencigotus'un kuzey bölgelerinde sıklıkla görmemize neden olur.

Minotor toplulukları, Kutsal Konseyin öğretileri doğrultusunda doğayla uyumlu bir şekilde yaşamaya özen gösterir. Topraklarına ve doğal kaynaklarına saygı gösterir, avlanmada sürdürülebilir yöntemleri benimserler ve doğal dengenin korunmasına büyük bir önem verirler.
Level 0*

## Layout and Biome

The layout of Level 0\* is fairly uniform. All walls are either the same height (9 feet) or nearly the same height. The distance between the ceiling and flooring is always 9 feet. Lights are always three tiles apart unless a wall blocks the spot. It is warm and humid. The ceiling and floor has fluorescent lights. These can cause burns.

## Anomalies

In general, this area is highly unstable and subject to rapid change when there is no one watching.
Level 0.98

# Dying Host

A "sublevel" of level 0 which is a future version of level 0. Sleeping in the Manilla room can result in being transported here.

## Feel of Room

### Sights:

Similar to the classic backrooms Level 0, however the wallpaper will be considerably duller. Less walls will be seen and there will be more open spaces. It will darker and the lights will be dimmer and many will no longer work properly. Dust fills the area. Level 0.98 is capable of controlling the environment however only with the usual things found in Level 0. There are many areas that fall into the void.

### Sounds:

The fluorescent humming is gone. There is a draft. Often the Level 0.98 will speak with weary travelers, instructing them how to leave and where to go. However, it is often seen encouraging them and having deep conversations with them. It enjoys entertaining guests very much. Many wanderers have described the level as having a deep gravely voice. Gender is often changed.

### Textures and Feel:

The carpet is matted and no longer wet. The walls are cracked and dry. It is cooler in here than usual. There is a draft. A dusty film is settles on most walls.

### Smell:

There is the smell of burning plastic in the air. It is manageable.

## Properties

### Non-Linear

The layout of the room is constant unless the level chooses to change itself. It can also teleport wanderers to different areas of itself.

### Isolating

Upon entering this sublevel, it will be impossible to meet other wanderers.

## Events

**Aggravating the Level:** Making Level 0.98 angry is very difficult to do. However, if you begin destroying the level, it will often use environmental means to kill you. Crushing you with tiles, blinding you with fluorescent lights, stabbing you with pointed walls, or crushing you with walls slowly closing in on you are some means the level uses to defend itself.

**Asking to leave:** Should you ask Level 0.98 to leave, it will inform you where you can go and give you a detailed explanation of the level with advice not known by many. Many times the level will force you to swear to keep such information secret. Should one break this promise, they would be no-clipped to stay in level 0.98 forever.
Carpet Fluid

# Description

**Carpet Fluid** is a liquid found emanating from certain sections of the carpet of The Halls, or dripping down from the vertical shafts of The Basement, running along the black pipes of the Cogwell Matrices.

The liquid itself is wine-colored in appearance with a deep red hue, and this similarity to wine is also evident in its low viscosity and density. It's taste has a "metallic tang".

**Carpet Fluid** should not be consumed under any circumstances or contacted without protection due to its extremely poisonous qualities. Not unlike mercury, the fluid can easily be absorbed by the skin and enter the bloodstream even if not directly consumed orally. These qualities are likely caused by a number of heavy metals found in the composition of the fluid, identified by their response to a variety of chemical compounds. The reaction found between acidic instances of **Carpet Fluid** and materials such as gold is comparable to hydrochloric or sulfuric acid.

In its normal state, **Carpet Fluid** is non-acidic but an acidic form, found within the pipes of Cogwell Matrices, does exist. This acidic form can cause dire chemical burns2 if not immediately washed away with running water3 immediately upon exposure.

"The carpet contains a highly contagious and acidic fluid that when it comes in touch of the skin, it could be burnt off, drinking this liquid is unadvised, as it can provoke sudden violence, vomiting and nausea."

# Use

**Carpet Fluid** is poisonous and usually avoided outright by wanderers. However, **Carpet Fluid** has been used as a crude alternative to oil and is utilized by more industrious communities across liminal space.

It has been noted that mechanically inclined wanderers often use acidic **Carpet Fluid** to remove rust from tools and weapons. While this is effective, it is also ill-advised to do so without proper preparation and protection.
Level 0.0g

## Layout

This room is rectangular and often quite tall. There is a single metallic code module with a max of 2 inputs. Guessing the correct code opens the exit.

However, entering the wrong code 10 times leads to a 60 second timeout. Another 10 times leads to a 5 minute timeout. Another 10 times leads to a 10 minute timeout. Another 10 leads to a 20 minute timeout. Another 10 leads to a 30 minute timeout. Another 10 leads to a 1 hour timeout. Another 10 leads to a 2 hour timeout. Another 10 leads to a 4 hour timeout. Another 10 leads to a 8 hour timeout. Another 10 leads to a 24 hours timeout.
The Restaurant Wiki

**Welcome to the The Restaurant Wiki!**
This is a wiki for any dine in/fast food restaurant with over 10 locations

We're a collaborative community website about The Restaurant 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.
Level 0'

## Layout and Biome

The layout of Level 0A is fairly strange. Walls are sporadic and of varying height. Lights are always three tiles apart unless a wall blocks the spot. Carpeting is not moist. Outlets are common. The space above the ceiling is quite small. It is warm and humid. The flooring often appears to have a wave-like shape, sometimes having very large waves.

## Anomalies

Some have reported the carpet moving, however these reports are spotty at best.

## Ecology

At times the waves will nearly touch the ceiling, black mold is known to grow here which consumes the body from the inside out as a virus when touched or breathed in.
Red Rooms

Upon seeing red rooms in Level 0 and entering said room, you will be transported here.

## Senses

### Look

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. There are many holes throughout the place which lead to more rooms. Tears in the carpet and torndown light fixtures are common.

### Sound

Radio communication in the area is as unreliable as in Level 0. The buzz of lighting is slightly different. It can cause the ears to bleed.

### Feel

The carpet is coarse and sticky, contrasting with the slick, moist carpet of Level 0, and harboring colonies of mushrooms and black mold in dark corners. The wallpaper is cold and moist. The ceiling is tiled.

### Taste

God forbid you actually taste the red rooms, your tongue would get stuck to the stickyness of it all. The only way to escape is to let your tongue rip off or the skin touching the wall. It would taste spicy.

## Properties

### Linear:

There are a limited amount of places to go in this room unlike Level 0. This can often cause panic. Traveling through a specific hole in the wall will result in a repetition of rooms, including the tally. It is a portal. It is one place.

### Tally:

There is a "Tally room" which shows how many have died. It is unknown whether wanderers put a tally themselves or if it forms from the level.

## Events

**Escape is impossible.**

The only method of escape that works is to wiggle your body in the corner seen in the first level. However, there is no way to know this besides from the great Level 0.98
Level 0.02

# Leave yourself behind

Level 0.02 is a sublevel of Level 0 full of paintings. If you were to find a mysterious painting on Level 0, looking at it too closely for too long can result in being teleported here.

## Feel of Room

### Sights:

As Level 0, but with identical paintings lining every wall. These paintings contain a single person entreating you to come through them.

### Sounds:

A constant droning buzz coming from the light fixtures is always present. It is obnoxiously loud.

### Textures and Feel:

The texture of the carpet is damp. The walls are smooth from the wallpaper. The tiles of the ceiling feel as tiles as do the lights. It is warm. The paintings are impossible to feel as touching them results in immediate transport or death.

### Taste:

Should you taste the carpeting, you would find it tastes similar to how one might imagine pee does. Licking the wallpaper will result in no taste as it is wallpaper, same for the ceiling and lights.

### Smell:

Level 0 smells dankly of mold and mildew.

## Properties

### Non-Linear

The layout of the room is constantly changing, often shifting and looping around even when going in a straight line.

### Isolating

Upon entering this sublevel, it will be possible to meet other wanderers and many many wretches.

## Events

**No-Clipping:** No-clipping through a wall will result in teleportation to level \_\_\_\_\_\_\_

**Breaking through Level:** Breaking through any part of the level will result in identical occurrences as in Level 0.

**Touching painting:** The only way out of this level is to nearly reach insanity. Once you are completely convinced the paintings are truthful, you will be able to safely pass through them to level \_\_\_\_\_\_\_\_. However, if you turn entirely insane before then, you will turn into a wretch and be unable to use the paintings for escape. Touching the painting before reaching this belief will result in immediate death.
Level 0.00

# The Selected

Arguably one of the most important levels in the backrooms.

## Layout

Upon entering Level 0.00 you will find yourself fully clothed in a white garment in a white bed with white sheets and blankets in a white cube room. There will be a single entryway. Upon leaving the entryway, you will find yourself in a hall with 100 identical rooms, 50 to a side. At the end of the hall there will be a large room containing many circular white tables with 20 chairs each. These tables are places where lively debates regarding current issues in the backrooms are discussed.

## Senses

**Taste:** Every 8 hours a fresh container of human kibble is supplied to each room via a chute. Water is also supplied through a fountain on the other side of the hall.

**Sight:** Besides the color of you and your peers, there is only white in this level. It has a very clinical feel, however the warmth of companionship can go a long way.

**Touch:** All the walls feel smooth.

**Smell:** There is no smell besides the smell of human kibble.

**Hearing:** Wanderers are always grouped with wanderers of similar languages. If you speak a lesser known language, it is possible that you will be alone or with very few others.

**Other:** It has been noted the desire to urinate and defecate has been removed in this level. It is not known where byproducts go. Interesting, clothing also does not wear out here.

## Anomalous Properties

**The Representation Anomaly.** Every 24 hours a random human wanderer in one of the domains is chosen to represent the humans in the hearing of the main ones in the backrooms in level \_\_\_.

## Sublevels

* NEGATIVE LEVEL - Attempting to kill others for a higher chance of being chosen, attempting to join one who is being selected by latching on to them or any other means to skew the selection will lead one to this level.
* NEGATIVE LEVEL - Refusing to share the contents of a meeting or answer any and all questions posed to you will result in being sent here.
* NEGATIVE LEVEL - Attempts to reach the meeting level or gain information on where this level is located will result in being sent here.
* NEGATIVE LEVEL - Monopolizing a conversation or discussion can lead to being sent here.
* NEGATIVE LEVEL - Refusing to listen to a wanderer when speaking can lead one to this level.
* NEGATIVE LEVEL - Using information as a form of power over others can lead to being sent here.
* NEGATIVE LEVEL - Speaking about political matters outside of the table room can lead to being sent here.
* NEGATIVE LEVEL - Any self-interested motives can lead to being sent here. This includes wanting to escape this level.
* NEGATIVE LEVEL - Attempting to interfere with the way the level works or "manage" it can lead to this level.
* NEGATIVE LEVEL - Entering another wanderers room can lead to this level.
Level 0^

# **Hillside**

Section of Level 0. This level has odd flooring, ceiling, and wall arrangements.

## Layout and Biome

The layout is uniform but strange. The carpet forms 90 degree angles in hill-like protrusions. The ceiling is always 9 feet away when measured perpendicular to the flooring. Walls are at angles with the carpet, often colliding with other walls. Light fixtures are common and erratic.

## Anomalies

In general, this area is highly unstable and subject to rapid change when there is no one watching.

## Ecology

There is currently no known ecology in this section.
Level 0G

## Biome

The biome of Level 0G is fairly uniform. All walls are either the same height or nearly the same height and are similar to Level 0A. The ceiling does not change in height and neither does the flooring. Lights are sporadic, leaving some areas completely in the dark. Carpeting is not moist or deadly here, however various fungi and moss live here. Outlets are common.

## Anomalies

In general, this area is highly unstable and subject to rapid change.

There is no interlevel for this section.

## Ecology

There are 4 species of fungus and 2 species of mold that live here.

Fungus:

**Tan fungus:** A very small film like fungus that covers most of the walls, ceiling, and flooring of Level 0G. It has also been known to grow on people, causing an infection that is not deadly but can render the infected extremely weak. It is technically edible, but not recommended to eat.

**Mushroom Fungus:** Mushroom fungus is known to grow on the corners of this level. These are not dangerous, however they provide very little nutritiously.

**Black fungus:** Black fungus is known to leech onto already growing fungi, mold, and some corpses. In rare instances, it will grow on a tan fungus infection. This fungus is edible.

**Glow fungus:** These fungi resemble glow in the dark green mushrooms. These often grow in areas between low lighting and complete darkness. These are not edible. They are poisonous to Carpet Clumps.

Mold:

**Yellow mold:** Patches of yellow sticky mold are on this section. Upon contact, it will grip into and onto the surface. It is nearly impossible to escape Yellow mold unless it is asphyxiated.

*Yellow mold carpet clumps:* Yellow mold carpet clumps in this section are roughly the size of a human head. They are not capable of jumping, only rolling. They can travel at speeds just below the average humans running speed, but are capable of cornering people in tight spaces. Often they will not kill the person they latch onto, but will feed off of them until they die. If a yellow carpet clump makes contact with your face, you could die. The best way to escape a yellow carpet clump is to find a light source and allow the glow fungus to protect you. In rare instances, yellow carpet clumps have been seen falling from the tiles of the ceiling.

**Brown mold:** Brown mold often coalesces into a circular shape with holes. Touching it will cause an extreme itching sensation that often ends in gashes in the skin. This allows brown mold spores to enter your body and slowly kill you.
Subway

## Subway

### Food Sold

Subs, cookies, pizza, wraps, salads, breakfast

### Founders

Peter Buck & Fred DeLuca

**Subway**

## Menu

* Southern Style Chicken Sub
* BBQ Pulled Pork Sub
* Buffalo Chicken Sub
* Chicken Bacon Ranch Melt
* Chicken Classic Sub
* Chicken Strip Sub
* Chicken Teriyaki
* Italian B.M.T
* Leg Ham Sub
* Meatball Melt
* Pork Riblet Sub
* Roast Beef Sub
* Steak Melt
* 3 Pepper Chicken Sub
* Tuna Sub
* Turkey Sub
* Smashed Falafel Sub
* Veggie Delite
* Wraps
* No-Bread Bowls
* Salads
* Pizza
* Lays
* Sun Chips
* Jalapeño Miss Vickles
* Doritos
* Baked Lays
* Cookies

## Notable Discontinued Items

* Pizza Sub
* Sliders
* BLT Melt
* Ciabatta Bread
* Caesar Salad
* Taco Meat Sub
* Siracha Chicken Melt
Level 0C

# **"Pillar Zone"**

A section of Level 0, 5% of people who no-clip to the backrooms end up in this section.

Northwest is Level 0A. West is Level 0B. Southwest is Level 0K. South is Level 0L. Southeast is Level 0M. East is Level 0N. Northeast is Level 0O. North is Level 0D.

## Biome

The biome of Level 0A is fairly uniform. All walls are the same height. The ceiling does not change in height and neither does the flooring. Lights are always the same distance apart unless separated by a wall. Carpeting is not moist or deadly here. There is no significant cave system beneath Level 0A and the space above the ceiling is quite small. It is warm and humid. Pieces of wall will form pillars that are 5 tiles apart. These pillars change shape as they reach different areas.

There is a massive cylindrical metal shaft in the middle.

## Anomalies

This area is highly stable.

Wanderers often find themselves dizzy, though it is debatable if this is anomalous.

There will occasionally be a pillar with a hollowed out "entrance" it is not advised to enter as it will send you to Interlevel 0C.

## Ecology

**Fungi:**

Often a wanderer will find small bits of fungi growing out of the base of many pillars. This fungi resembles Darwin's fungus. It is not safe to eat as it can cause an allergic reaction.

**Itchy Carpet Clump**

Although rare, it is possible to find a itchy carpet clump. These typically are in a state of distress and spend most of their time rubbing against things.
Level 0.0d

## Layout

This room contains various objects. It often contains furniture, chairs, dressers, sculptures, rugs, fountains, and more. Beneath these there is a trapdoor leading to other rooms of the level.

Chairs: These chairs are often also made of lead and are sometimes part of the wall.

Dressers: Empty and usually made of white plastic.
Level 0.0h

# **The Library**

A large section of Level 0.0 with many exits.

## Layout

Often a two-story open area with many bookshelves. These bookshelves are made of lead and seem to be part of the ground. The books are mostly black with an occasional white book.

## Exits

Tilting a specific book will often open a hidden entrance.

Sometimes there are sections of the bookshelf that once the books are removed allows one to pass through it.

Entering a small passageway between a bookshelf and a wall can lead to an exit.
Level 0H

# **Lighting Error**

A hazardous section of Level 0, 5% of people who no-clip to the backrooms end up in this section.

## Biome

The biome of Level 0G is fairly uniform. All walls are either the same height or nearly the same height. The ceiling does not change in height and neither does the flooring. Lights are everywhere, some are no longer working and many fall to the ground. Carpeting is moist here. Outlets are very common. The space above the ceiling is nearly nonexistent. It is warm and extremely humid.

## Anomalies

In general, this area is highly unstable and subject to rapid change.

Interlevel yet to be written.
Level 0.03

# Grave of the Naïve

A gruesome level. Level 0.03 contains the bodies of all those deceased in Level 0. Attempting suicide in Level 0 can lead one here.

## Feel of Room

### Sights:

Because of the sheer multitude of bodies, the level has much higher walls and a roof of varying height. Each room is filled with people of varying ages, backgrounds, and time periods. There are many resources to be found on this level as objects that have no-clipped into the backrooms are also here. There will often be dismembered bodies poking from and in-between walls as the ever changing nature of the level causes. Portions of the room have an extremely low ceiling, these areas should be avoided. Portions also have a very very high ceiling, these areas are usually filled with bat-like vultures which can be very large and hostile. Random objects and corpses will often fall from the sky or appear from thin air.

### Textures and Feel:

It would take considerable effort to reach the carpeting below, but if one could, it would feel very very moist and stained by various bodily fluids. If one were not careful it would be possible to walk into a pile of deceased rotten remains and drown in them.

### Taste:

It is not advised to taste anything here but if you were to it would taste like blood.

## Properties

### Non-Linear

The layout of the room is constantly changing, often shifting and looping around even when going in a straight line.

### Isolating

Upon entering this sublevel, it will be impossible to meet other wanderers

## Events

Despite the looming presence of death it is possible to live in this area for long periods of time due to the steady supply of resources.

**Rat thing catching you:** Should a vulture rat creature snatch your body it will take you very high up into the air. If you struggle with it, it will drop you from this height often killing you. If you were to stay still, it will take you to the crowded upper roof above the tiles where many vultures will rip you to shreds.

**Climbing a ladder:** there are numerous ladders in the more open areas of the level. At some point while climbing one will be transported to level \_\_\_\_\_

**No-Clipping:** Impossible on this level.

**Breaking Walls:** Breaking walls in this level is impossible.

## Entities

The rat vulture can be tamed by an extremely dark soul. That being said, the creature will never leave the wanderers side till they die. It can be only tamed with food. It can be petted and chitters when petted. It can be ridden. Rubbing its belly will cause it to excrete a substance out of its eyes that can link it to you mentally. The being can turn into a singular marble by killing its exoskeleton, its eyes going black and the marble rolling out of its tongue.
Interlevel 0A

# Exit?

Interlevel 0A is found within Level 0A. It is nearly inescapable.

## Feel of Room

### Sights:

Upon entering this level, you will immediately notice a long hall resembling the look of Level 0. However, it will appear more damp and slightly water damaged. Unlike Level 0, the florescent lights will be in an orderly pattern with only a single tile between each. Every 50 miles, the hall will turn left into an identical hall. This identical hall is an exact replica of the previous hall, making it impossible to lose things. Once reaching about 150 miles, exit doors will begin to appear on the walls, however they will not be completely physical, often appearing blurred and smooth like wallpaper. Touching the exit will result in a pulsing sensation in the head and extreme nausea until let go. Slowly, the exits will become more physical and realistic, yet jammed and impossible to open. Eventually upon reaching 500 miles, the exits locations will become increasingly sporadic, sometimes on the ceilings, walls, and floors at odd angles. Upon reaching 1000 miles, the halls will become increasingly damp and moist to an extremely uncomfortable degree. Exit doors will stick out of the floor and will reach varying sizes, often resulting in a complete dead end. Wallpaper will hang down the walls, dripping wet.

### Sounds:

There is a buzzing similar to Level 0, however it is lower in pitch. The farther one travels in this level, the quieter it gets.

### Textures and Feel:

Similar to Level 0, but more damp. Exit doors feel metallic.

### Taste:

Seriously why. Similar to Level 0, including the moisture.

### Smell:

Extremely mildewy, and eventually smells of poop due to the nature of the level.

## Properties

### Isolating

It is impossible to meet another wanderer in this level, as the level immediately isolates upon entry

### Entities:

It is possible to come across a wretch here, however it would be within the first 50 miles due to the nature of the Level. There is also a quick and strange entity that takes things and rips apart the wanderer.

## Events

**Traveling deep into level:** 500 Miles and above, a fast and clever entity will begin stealing supplies from you. If it cannot find supplies it will rip apart flesh, clothing, and hair.

**Becoming insane:** Insanity in this level results in becoming a wretch.

**Breaking anything on the level:** Results in attacks from the strange fast entity.

**Stopping for too long:** Will send wanderers back to start.

**No-Clipping:** Although extremely difficult, it is possible to no-clip in this level after 1000 miles. Doing so will send one to Level 0.

**Breaking through floor:** The broken or Level 0.

**Breaking through ceiling or walls:** If you manage to survive the attacks you will go back to Level 0.
Lasvoss

SATAN

## Appearances

### Appears in

Mint: Into The Mintyverse: Hell's Revolt, The End of Time, The End of Spacetime, The End of MintMint: The Game

### Debut

Hell's Revolt

Lasvoss is Mint's archenemy from the series Mint: Into the Mintyverse. He attempts to destroy all Mints by using fire magic.

## History

### Early Life

Lasvoss was first created in the depths of hell by Jagando. He only had a few weeks to live, so he made Lasvoss as a successor. Lasvoss's first action was killing Jagando and taking his power. Lasvoss went on to take the power of other evil beings, most notably Nega-Mint.

### Hell's Revolt

The Devil Doges of Deadly Doom attempted to resurrect them. Though Mint did a excellent job warding them off, it was for naught, as they soon managed to get to the top of Mount Aku. Mint was forced to retreat, but not before Lasvoss put a curse on her, giving her 1 month to live.

### The End Trilogy

Lasvoss went across the Mintyverse, killing any Mint he found. In Mint's last days, she began tracking down Lasvoss after learning Min-Jitsu. Eventually, she found him and tracked him down to Mount Aku. Mint succeeded in defeating Lasvoss, and the world was saved. Before he could get away, Mint put his soul in a bottle and threw that bottle into a bath filled with holy water, finally ending lasvoss forever. This also made lasvoss dead and removing the curse

## Trivia

* In Lasvoss's flashback to his early life in The End of Spacetime, it shows many demons from games. One of these demons are Mordegon from Dragon Quest XI.
* In Mint: The Game, Lasvoss is non-binary
Level 11

Based off of the memory of a modern cityscape from the 1950s and onward.

## Layout and Appearance

The floor is made of hardened dirt or sand. Sidewalks outline roadways and sections for buildings. Sewer grates dot the sidewalks. Bags of trash, litter and empty cardboard boxes also are found on the sidewalks. A thick smog covers the landscape. Shadows of what should be buildings tower over the area like dark rectangles. Passing through them causes strange and varying effects. The scent of pollution is present. It is cold. The sound of traffic, sirens, and crowds can be heard. Bike racks are common.

## Entities

There are 3 rare entities in this level. Three of them are a type of faceling.

* **Pedestrians**

Pedestrians are Facelings that walk on the sidewalks. They are not hostile. Aggressiveness towards them however often results in violence. These facelings prefer to be left alone and seem uninterested in the affairs of wanderers. Pedestrians have a tendency of crowding around a wanderer, causing significant injuries and even death by crushing. The best way to avoid this is to scare them away.

* **Pick Pockets**

These pedestrians often wear hoodies or other covering clothing, however some do not. They will often wave at the wanderer or express interest in them. This however is only a ploy to take their belongings. Once they do, they will walk away unless chased.

* **The Homeless**

The homeless are facelings who wear drab oversized clothes and often have facial hair. They are most often seen along the sides of sidewalks resting on a worn blanket or newspaper. These can be quite erratic and at times violent. It is possible to befriend the homeless by assisting them.

## Exits

Entering a sewer grate will send one to Level 34.

Exceedingly cramped spaces can lead to Level 84.

Spending time inside the building "shadows" can lead one to Level 98.

## Sublevels

* Level 11.0 - Entering a door seemingly floating where a building would be can send you here.
* Level 11.1 - Stealing a bike from the rack and using it on where a road would be sends one here.
* Level 11.2 - Attempting to cross a canyon will send one here.
* Level 11.3 - Forcing multiple facelings into an empty lot can send one here.
* Level 11.4 - Stopping a faceling from continuing for an extended period of time can send one here.
* Level 11.5 - Entering the vestige of a car can send one here.
* Level 11.6 - Attempts to get up high or map out the area can send one here.
* Level 11.7 - Jumping into a canyon can send one here.
* Level 11.8 - Defacing property can send one here
* Level 11.9 - Changing the landscape too much can send one here.
Wiki HKPERKS

**¡Bienvenidos a Wiki HKPERKS!**
Un lugar para saber que hace cada amuleto y que sinergias tiene.La idea principal de esta wiki es condensar y agrupar mucha informacion en un solo sitio para facilitar el aprendizaje sobre estos aspectos del juego.Estos son los amuletos de Hollow Knight
cada uno de estos otroga una caracteristica nueva que altera el conmportamiento o estadisticas del personaje afectando al juego en gran medida a la forma de jugar el juego.

Hollow Knight es una aventura de acción clásica en 2D ambientada en un vasto mundo interconectado. Explora cavernas tortuosas, ciudades antiguas y páramos mortales. Combate contra criaturas corrompidas, haz nuevas amistades con extraños insectos y resuelve los antiguos misterios que yacen en el corazón del reino.

Fecha de lanzamiento: **24 de febrero de 2017**

recaudación Kickstarter: 1.250.000 dólares canadienses

Cuanto dura hollow knight: 30 horas yendo a lo principal.

Max de usuarios simultaneos en steam: 12.891

Dato curioso: Lo hicieron solo 4 personas

* Aqui podras ver cada amuleto y su funciòn de una forma bastante simple y concisa.
* Aqui podras ver las sinergias que tienen los amuletos
* Mapa del sitio

Enlaces de interés:

Discord hollow knight

Comprar hollow knight en steam

Wiki mas grande de hollow knight en fandom

Acerca de nosotros
## Artículos importantes

ImagenUna página sobre el tema del wikiImagenUn personaje principalImagenEl primer episodioImagenUna ubicación importanteImagenUn evento claveImagenUn objeto crucial

*¿Necesitas ayuda para construir esta comunidad?*

* Normas del wiki
* Primeros pasos
* Cómo contribuir
* Dirigiendo tu comunidad
* Guías
* Todos los artículos de ayuda

También puedes ser parte de la mayor familia de comunidades de Fandom. Visita la Comunidad Central de Fandom!

*Fundadores de la comunidad*: Escribid un buen párrafo describiendo el tema de la comunidad aquí. Permitid que vuestros lectores sepan más del tema sobre el que trata este wiki y algo de información general sobre el mismo. Luego visitad el panel de administración para más consejos.
Periler

Periler genellikle insanlara benzer bir görünüme sahip olsalar da, daha zarif ve nadide bir yapısı vardır. İnce uzun kolları, kanatları (bazı perilerin kanatları olabilir), büyük ve parlak gözleri ve genellikle ışıltılı bir aura ile çevrelenmiş güzellikleri ile bilinirler. Saçları genellikle uzun ve ipeksi olup, doğanın renklerini yansıtabilir.

Periler genellikle savaşa meyilli değillerdir. Daha çok doğa ile uyum içinde yaşamaya odaklanır ve savaş yetenekleri daha çok kendilerini koruma amaçlıdır. Ancak, doğa büyülerini ve elementlerle etkileşim yeteneklerini kullanarak, düşmanlarına karşı etkili savunma stratejileri geliştirebilirler.
Perilerin büyülü yetenekleri, genellikle doğayı koruma ve dengeyi sağlama amacına hizmet eder. İyileştirme büyüleri, bitki kontrolü ve element manipülasyonu gibi yetenekleri, onları Zencigotus'un doğal dengesini koruyan ve büyüleyen varlıklar haline getirir.
Centaurlar

Centaurlar, genellikle insan gövdesi ile at gövdesinin birleşiminden oluşan bir anatomik yapıya sahiptir. Üst bedenleri insanlara benzer, ancak vücutlarının alt kısmı güçlü bir atınki gibi olup, dört bacakları ve kuyrukları vardır. Zarif ve atletik bir görünüme sahiptirler. Genellikle uzun saçları, at kuyruğu ve atın manesine benzeyen vücut tüyleriyle dikkat çekerler.

Centaurlar, genellikle okçuluk ve mızrak kullanımında ustalaşmışlardır. Hızlı ve çevik yapıları, savaş alanında avantaj sağlar. Aynı zamanda doğa ile uyum içinde olduklarından, savaş stratejilerinde doğal çevreyi kullanma yetenekleri de yüksektir.
Ejderhalar

Ejderhalar, genellikle devasa, pullu, kanatlı yaratıklar olarak tasvir edilir. Parlak renkli pulları, alev püskürtme yetenekleri ve sivri dişleriyle tanınan ejderhalar, dünyada hem güzellik hem de dehşet yaratır. Işıltılı gözleri, bilgelik ve güç dolu bir ifade taşır.

Karanlık tarafındaki ejderhalar ise genellikle hükmetmek, yok etmek veya insanlara zarar vermek amacıyla kullanılan güçlere hizmet eden varlıklar olarak anlatılır. Nefeslerinden püskürttikleri alev, karanlık ejderhaların dehşet verici güçlerini simgeler.
Işıltılı ejderhalar, genellikle insanlarla iletişim kurarak onlara bilgelik ve rehberlik sunar. Karanlık ejderhalar ise genellikle güç arayışında olan insanlara tuzaklar kurar ve kötü niyetli niyetlerini gerçekleştirmek için kullanılır.
Tressy bell aka. Red

## General Information

Tressy Bell her two brothers mel and wayne all grew up in los santons but by the age of ten something tragic happened where the kids where thrown out to the streets. tressy and wayne stuck together through thick and thin as mel went to new york to find out other family, but little did tressy and wayne know that the only way to survive the streets here was to either be in a gang or hide for their lives. they chose the gang life and mischief where they would rob houses together boost cars and sell drugs. as tressy got older she ended up meeting her now deceased husband james tyler ewdwars jr who taught her that drugs and gang life where not all they were cracked up to be. she ended up marrying this man and started becoming a mechanic where she fianlly found her self happy for once but missing something (her brothers). after the murder of her late husband she ended up going into a spiral of drugs and bank robberies where she met her latest ex Reggie Mansel he was the head of sas (San Andrease Sentinals) a gang that was known for causing the most chaos in her area she fell head over heels in love with him and all he did, they were like bonnie and clyde. until one day the relationship ended and she lost her world she got into a bad car accident where she ended up in a coma. by then her brother wayne had shown up to give moral support and help her gain her functions back slowly. she fell into a bad depression so her and wayne decided to move here where she is now the leader  in the sinners living her best life away from her hardships and finally having her family and those she loves around
Baba Yaga

Baba Yaga, genellikle yaşlı bir kadın şeklinde tasvir edilir. Ancak, onunla ilgili efsanelerde çeşitli görünümleri olduğu söylenir. Bazı hikayelerde genç ve güzel bir kadın olarak, bazılarında ise kemikleriyle kaplı bir bacakla dolaşan bir cadı olarak betimlenir. Evini ise tavuk bacaklarıyla donatılmış dev bir kulübe şeklinde anlatılır.

Baba Yaga'nın cadılık yetenekleriyle bilinmesine rağmen, bu güçleri genellikle iyilik amacıyla kullanılır. Hikayelerde, çeşitli büyülerle doğanın güçlerini kontrol etme ve insanlara yardım etme konusunda ustalığı vurgulanır. Bu nedenle, Baba Yaga'nın gücü genellikle doğa ve insanlarla uyum içinde kullanılır.
Baba Yaga'nın yaşamıyla ilgili efsanelerde farklı anlatımlar bulunur. Bazı hikayelerde ölümsüzlüğüne vurgu yapılırken, diğerlerinde yaşlanan bir varlık olarak betimlenir. Ancak, genellikle zamanın ötesinde bir varlık olarak kabul edilir ve bu özelliğiyle gizemini korur.
Diao Si Gui

Diao Si Guiler genellikle insana benzer bir görünüme sahiptir, ancak yüzleri genellikle sisli veya puslu bir görüntüye sahiptir. Geceleyin ortaya çıktıklarında, vücutlarının çeşitli bölgelerinden hafif bir ışık yayarlar. Gözleri genellikle belirgin bir şekilde parlar ve karanlıkta rahatlıkla fark edilebilirler.

Diao Si Guiler, fiziksel savaşlarda güçlü değildirler; ancak, insanların zihinsel dünyasına müdahale ederek onları korkutma yeteneklerine sahiptirler. Bu varlıklar, genellikle düşmanlarını kendi korkularıyla yıldırma ve etkisiz hale getirme stratejilerini tercih ederler. Ayrıca, karanlık büyüler ve mistik yetenekleriyle insanların zihinsel dengesini bozabilirler.
Unify Wiki

## Welcome to the Unify Wiki!

A FiveM GTAV based Roleplay Community

We want to encourage our community to immerse themselves in their characters deeper by having the ability to create player profiles and backstories to them. Here you will find descriptions and biographies of real characters throughout our city. Make sure to navigate and begin to immerse yourself in your own adventure today!

Make sure to join the community and begin your own story! Visit our Discord.

## Important Articles

A Crucial ItemA Main CharacterA Key EventMy First EpisodeAn Important LocationA page about a topic?

Want to *help in building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Guides
* All Help articles
Veronica Black-Briggs

* Portrait
* Character

### Relatives

Vaun Black (Father)Renee Black (Mother) Victoria Black (Sister) Vincent Black (Brother)

### Affiliation

Ex Lost MC VP, Original,Ex Outrider Original, Ex LS Lawyer

## Physical description

### Eye color

Green

As the creator of Veronica Black I am at great liberty to tell you much about her \*Whack\* Ow! I mean, I cant say much.

Veronica Black's story starts in Redding, CA (SA whatever) where she was born the eldest daughter of Vaun and Renee Black. Vaun and Renee were both doctors and had the same expectation for all of their Children, Veronica, Victoria, and Vincent. While her younger siblings filled this picture perfectly Veronica however did not. This put her at odds with her sister often as she failed to compete for her parents approval, but tended to make her protective of brother Vince.

After an unexplained murder of boyfriend Aaron and the subsequent mysterious disappearance of 19 year old Veronica Black the story goes dark for a few years. Veronica was found years later in Los Santos. The Murder wrapped up nicely as an unfortunate accident on record.

At the age of 22 Veronica began her bout with law work. Which was perfectly legitimate and in no way fraudulent at all. At the age of 24 she met Kota Taylor President and Founder of LS chapter of the Lost MC. Joining the lost MC and working her way through the ranks she achieved Vice President due to her loyalty and dedication t the club and its President. It was at this time she obtained her degree in Law and worked as the clubs pocket attorney. She spent her time with the club until the age of 27 when she was declared legally dead due to a lethal combination of electrocution and cocaine overdose suffering a heart attack.

2 years later she mysteriously reappeared after the investigative efforts of D. Briggs, who uncovered an FIB plot that faked her death and left her stranded under the name Veronica Night. Her next several years were spent quietly as the owner of Night Craft Occultic Boutique a Crystal Shop and Spiritual Advisory. She was married to Dwayne Briggs on November 18th, of 2023.
The Day The Roses Died (album)

'The Day The Roses Died' is the title of Del Rey's third studio album. It saw itself soaring to #1 within two days of release, becoming her best performing release week ever. The album included some re-worked outtakes from 'Born To Die', and some new tracks. The album was primarily produced by Emile Haynie, similar to her previous project.

## General information

### Format

Cassette, CD, digital download, streaming, vinyl
McDonald’s

**McDonald’s** is the worlds largest fast food joint, founded in 1940 by Richard and Maurice McDonald in San Bernardino, California.

## McDonald's lunch menu

* Big Mac
* Quarter Pounder
* Bacon Quarter Pounder
* Double Quarter Pounder
* Cheeseburger
* Hamburger
* McDouble
* Triple Cheeseburger
* Double Hamburger
* Quarter Pounder Deluxe
* Bacon McDouble
* Daily Double
* Filet-O-Fish
* Double Filet-O-Fish
* McChicken
* McCrispy
* Spicy McCrispy
* Deluxe McCrispy
* Deluxe Spicy McCrispy
* McNuggets
* Fries
* McFlurry
* Cookies
* Pies
* Vanilla Cone
* Happy Meal

## Breakfast

* Big Breakfast
* Pancakes
* Bacon Egg And Cheese Biscuit
* Sausage Egg And Cheese Biscuit
* Sausage Biscuit
* McChicken Biscuit
* Egg Biscuit
* Biscuit
* Egg McMuffin
* Sausage and Egg McMuffin
* Sausage McMuffin
* English McMuffin
* Bacon Egg and Cheese McGriddle
* Sausage Egg and Cheese McGriddle
* Sausage McGriddle
* Chicken McGriddle
* Sausage Burrito
* Bacon Egg and Cheese Bagel
* Sausage Egg and Cheese Bagel
* Steak Egg and Cheese Bagel
* Bagel
* Hashbrown
* Oatmeal
* Apple Slices
* Sausage
* Bacon
* Egg

## Notable Discontinued items

* McPizza
* Onion Nuggets
* McHot Dog
* McSpaghetti
* McLobster
* Hula Burger
* McPickle
* Spicy McNuggets
* McSalad Shaker
* Snack Wrap
* Big N Tasty
* Cheddar Melt
* McRib
* McD.L.T
* Mighty Wings
* McNoodles
Level 0A

## Layout and Biome

The layout of Level 0A is fairly uniform. All walls are either the same height (9 feet) or nearly the same height. The distance between the ceiling and flooring is always 9 feet. Lights are always three tiles apart unless a wall blocks the spot. Carpeting is not moist. Outlets are common. It is warm and humid.

## Anomalies

In general, this area is highly unstable and subject to rapid change when there is no one watching.

## Ecology

**Carpet Clumps:**

Often a wanderer will see clumps of carpet. These are not dangerous. Carpet clumps are generally soft and enjoy pets. Unraveling a carpet clump will reveal a thick gooey liquid inside. This is congealed carpet fluid. The carpet clumps get their sentience from the carpet fluid, which can cause sentience in high concentrations. Carpet clumps are almost always in agony and they can be recognized by their bear-like painful cries.

#### Mold and Fungus Species:

There are two species of mold growing in Level 0A.

*Yellow Mold*

Yellow mold, is a light hairy mold dubbed "grip". In this particular section, it grows on blood stains and spills, almost completely hiding it as it blends into the walls and carpeting. Yellow mold is not poisonous, however it is extremely sticky. Upon contact, it will grip into and onto the surface. It is nearly impossible to escape Yellow mold unless it is asphyxiated. Yellow mold on the ground slowly eats away at the skin and flesh, feeding upon the starved body until there is nothing left. It can survive for several months without food.

**Yellow Mold Carpet Clumps**

If you come across a yellow carpet clump, run. These carpet clumps are quite slow, however they know the layout of the area they are in very well and are capable of herding you to a corner. Yellow carpet clumps, especially in section 0A are considered very large, sometimes taking up entire rooms. These clumps will use their flagellum appendages to encase you within it and let the acidic carpet fluid break down your body into food for it.

Smaller Yellow carpet clumps can also be a hazard as they will make contact with you as a leech would.

*Pink Mold*

Pink mold can be seen as floating airy balls. It has an odd sweet metallic tang. Pink mold is an aphrodisiac, however its effects are not notable.

**Pink Mold Carpet Clumps**

Pink mold carpet clumps are generally quite small, about the size of a golf ball. They float about and enjoy the company of wanderers. It is not advised to eat them as they contain carpet fluid. They seem to have very low intelligence.
Burger King

**Burger King** is an American fast food burger joint founded in 1953 by Keith J. Cramer and Matthew Burns.

## Burger King Lunch Menu

* Whopper
* Double Whopper
* Triple Whopper
* Impossible Whopper
* Texas Double Whopper
* Bacon King
* Quarter Pound King
* Impossible King
* Whopper Jr.
* BBQ Bacon Whopper Jr.
* Big King
* Bacon Double Cheeseburger
* Bacon Cheeseburger
* Double Cheeseburger
* Cheeseburger
* Hamburger
* Rodeo Burger
* Royal Crispy Chicken Sandwich
* Spicy Royal Crispy Chicken Sandwich
* Bacon and Swiss Royal Crispy Chicken
* Honey Mustard Royal Crispy Chicken
* Original Chicken Sandwich
* Italian Chicken Sandwich
* Chicken Jr.
* Big Fish
* Fries
* Nuggets
* Onion Rings
* Chicken Fries
* Mozzarella Sticks
* Spicy Chicken Nuggets
* Royal Crispy Wraps
* Hershey’s Sundae Pie
* Soft Serve Cone
* Chocolate Chip Cookie

## Drinks

* Coca-Cola
* Diet Coke
* Dr Pepper
* Sprite
* Pure Life Water
* Unsweetened Iced Tea
* Capri Sun Apple Juice
* Coffee
* Milk
* Orange Juice

## Notable Discontinued Burger King Items

* Pretzel Chicken Fries
* Tacos
* Whopper Dog
* Whopperito
* Halloween Whopper
* Windows 7 Whopper
* Whopper Melts
* Angry Whopper
* Cheesy Tots
* Fish Fries
* Maple Waffle Sandwich
* Chicken Tenders
* Ch’King
Levels

**Sublevels:** Each level has its own sublevels. .0, .1, .2, .3 etc. sublevels have their own sublevels. .01 .02 .03 and so on. Sublevels can only be entered by their parent levels. However, a sublevel can lead to any other level. A sublevel is such because it is not different enough to be its own level or the idea behind it is dependent on the parent level. There is not necessarily a way to reach it from the parent level.

## Levels 0 - 99

* 0. The Lobby
	+ 0.0 Access Way
		- 0.00 The Selected
* 1. Habitable Zone
* 11. Outline of Smog