recursal/Fanatic-Fandom huggingface dataset:
Safe Level 15

描述
--

该空间仅有一片灰白色，在流浪者卡入后，流浪者将置身于一片灰白之中，不会坠落、不会移动，流浪者将永恒固定在此楼层中的一个绝对位置。流浪者可观测到的事物除了灰白色楼层本身，将只有流浪者自己。

流浪者仍能感受到自己的形状，仍能做到触摸自己，但奇怪的是，流浪者身体将受到一个向下的重力，但流浪者却不会向下坠落，且脚底没有地板，这可能与流浪者所受支持力有关。流浪者的随身物品也会保持与流浪者相同的奇怪状态，当流浪者将物品扔向远处时，物品将会永远运行下去，不会受到任何外力作用。

这里没有任何声音，分贝显示为绝对静音，流浪者可以清楚听到自己的心跳声、骨头关节摩擦声和血液流动的声音，这可能会使流浪者心理崩溃。

流浪者不会遭遇任何实体，也不会遇见任何其他流浪者，这里将只存在流浪者自己和灰白空洞本身。在这里的时间过久可能会对流浪者的心智产生影响。

此楼层内流浪者不会感到口渴、想上厕所、饥饿等，唯一需要在意的是此楼层过于空洞的环境对流浪者的心智的影响，但在此楼层内仍能感受到困意，可以通过睡觉来打发时间，如果身边有杏仁水，请尽可能使用杏仁水来恢复理智。

## 入口和出口

* 从安全室中一些明显有漏洞的地方（后室中会通向虚空的地方）卡出，会来到这里
* 在卡入和卡出过程中卡入卡出失败（概率极低）便会来到这里

* 在这里遇见量子波动（大约为每一百年产生一次量子波动，如果流浪者运气较好可以在卡入此楼层时进入即将或正在产生量子波动的楼层地区）会回到前室
* 在这里死亡会在Safe Level 10内醒来，但此时的流浪者会失去自己所有随身物品，包括衣物等，但生理身体不但不会丢失任何一件物体，还会在醒来时治愈一切残缺（不包括先天性疾病，但包括残疾、绝症和疤痕等，一般会在醒来时惊奇的发现自己的身体宛若刚出生的婴儿）
* 在这里疯狂尝试对自己做功有极小概率卡入Safe Level 2
Object 4

## Description

**An image of an Empty Can on an unknown level**.

**Object Class Negative**

Empty cans, also referred to simply as "cans," are empty soda cans which lay around in several levels of the Middlerooms. As the name suggests, the cans are always completely empty and have varying sizes. Although they just look like trash, there are some special properties involved. If any liquid is poured into the cans, the liquid will look normal, but will really be scalding hot. As a result, burns can be received. For this reason, empty cans can be extremely dangerous, although most wanderers will simply ignore the cans.

### Effects

Along with temperature dangers, liquids drunk from empty cans reportedly cause memory loss, and cause nearby wanderers to temporarily fade from view. Contrary to popular belief, it is actually impossible to die from the drink itself, but instead it is possible to die from actions taken as a result of the drink. Normally, after 15 minutes, the effects will calm down and normality will more or less be restored, however it will take some time to recover.

* 1 second after drinking: Extreme burns
* 2 minutes after drinking: Losing recent memories
* 4 minutes after drinking: Other wanderers fade from view
* 9 minutes after drinking: Effects intensify
* 15 minutes after drinking: Effects calm down
* 2 hours after drinking: Effects are completely gone

### Distinguishing features

Unlike regular canned drinks in the Middlerooms, empty cans always have a trace of bright color. In addition, there is never really a popular brand on the can. The can will also never have even a trace of dirt on it.

### Locations

Although empty cans tend to appear more in levels where food and drink are common, empty cans can appear in other levels as well, depending on the circumstances.

Empty cans are also more likely to appear under these circumstances:

* Levels with an excessive abundance of light
* Levels with an extreme lack of light
* Levels with a large presence of wanderers

Most commonly appears in:

* Level 21
* Level 7
Level 82

**This page is under rewrite!**

**Please do not interfere with the rewrite, even if this is your page; do not touch anything.**

**Reason:**  Stub

**Page Author:**  Rocksarecool29282838

**Rewrite Author('s):**  Carson

**Rewrite progress:**  2%, around from being started.

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

## Description

Level 82 also known as the field is a level in the middlerooms, level 82 looks to be a field with a pathway into the woods, if you go into the woods, you will see a rainbow mushed up blob named the blob, it will start running towards you, if you get caught you will die, if you run away from it for long enough the blob will say "I'm tired" and sink into the ground, if you go to where the blob was you will see a gem, if you go farther into the woods you will see a cabin, if you go inside you will see a Can named "can".

## Entities

You can find "The Blob" and "Can" in the level.

### The Blob

It is a rainbow mushed up blob, which is hostile. If he catches you, you will die. If you run away from it long enough, it would say "I'm tired" and sink to the ground. If you find where he was it, you will see a gem.

### Can

He is a can and can be seen one of the cabins in the woods. He stays in his small shop and asks if you want to buy a item, you can but med-kits and other helpful items. If you shoplift from him, you will die.

## Entrances

### Entrances

* If there's a paper written with "82" in Level 81, you will be sent here.

### Exits

* If you buy a item with the gem from the blob, you will be teleported to Level 47.
Enigmatic Levels List

### Welcome to The Middlerooms Wiki.

**Levels****Entity List****Object List****Dimensions****Enigmatic Levels****Joke Pages**

* Enigmatic Level - Break Room - By Geometrydasherwiki
* Enigmatic Level - The Fragments - By Khai
* Enigmatic Level - Punishment - By GeometryDasherWiki
* Enigmatic Level - The Abyss - By Dynamotor & Khai for the rewrite
* Enigmatic Level - Level Valentines - By Dynamotor
* Enigmatic Level - Level N - By Theoverwatcher
* Enigmatic Level - Run For Your Life - By Khaibeltra1291991
* Enigmatic Level - Level Y - By CarsonTheGamer0205
* Enigmatic Level - The Road to Salvation - By CarsonTheGamer0205
* Enigmatic Level - {NO DATA}
* Enigmatic Level - {NO DATA}
* Enigmatic Level - {NO DATA}
* Enigmatic Level - {NO DATA}
* Enigmatic Level - {NO DATA}
Level 6

**Survival Difficulty: Class 5e - Environmental**
**》Unsafe**
**》Unsecure**
**》Numerous Non-Entity Hazards**
**Level 6** is the 7th level of the Middlerooms.

## Description

An image of Level 6 taken from an exploration

Level 6, or Moving Time, is a large, architecturally distorted basement with dimmed lights and a clicking sound in the distance, looking like a storage unit for a family who moved in. The level has basement objects, like chairs, tables, boxes containing family records, and lights, and stretches out several miles. The vast plethora of these objects and their seemingly random nature throughout this level have been noted by many. They are not stationary, as they seem to glitch all over the place. Despite the glitching objects in the level, the sound of clicking at 60 beats per minute remains constant. This clicking sound serves to annoy wanderers into submission and invoke fear. Studies show that at least half of the deaths in the level were connected to the clicking sound.

Wanderers in Level 6 often feel uninvited. This feeling has been studied, and it has been revealed that it is associated with guilt and shame. In addition, the level is known to have even more mental effects than that. The level has a tendency to scan the mind of every wanderer and adjust the difficulty level. By using feelings, it targets wanderers who are the most confident and the most afraid. It is not known how or why the level does this, so caution is necessary.

Distorted architecture is common at this level. Tables, chairs, and boxes have irregular sizes and are strewn out in random places all over the level, resembling an earthquake. This architecture is, at times, extremely dangerous. Invisible booby traps are set throughout the level, and while they are rare, they can do incredible harm to wanderers. Due to this apparent hazard, most wanderers will not venture that far into the level, and so there is limited information about the layout of the level. Studies show that, on average, there are two booby traps for every mile in the level; however, the level adjusts this based on mental state.

## Colonies and Outposts

Due to the inherent isolation effect, it is impossible to create a colony or outpost.

## Entrances and Exits

### Entrances

* Noclipping through a door on Floor 20 in Level 4 will take you here.
* Tripping over a glitched bush in Level 77 will bring you here.
* Any level that leads to a "random" level can make you end up here.

### Exits

* Noclipping into a rare computer will take you to Level 7.

* Staying on this level for a long period of time will send you to Level 8.

* Noclipping may lead to a safe level. However, this method is extremely risky and has a chance to bring you to The Abyss.
* Glitching through a staircase will take you to a random Main Ten level.
Level 47

**Survival Difficulty: Class 4**
**》Unsafe**
**》Unsecure**
**》High Entity Count**
**Level 47** is the 48th level of the Middlerooms.

## Description

An image of Level 48.

Level 47 appears to be an abandoned laboratory complex that was once used for scientific research. The area is dimly lit, with flickering fluorescent lights casting eerie shadows on the peeling walls. The floors are littered with debris, broken equipment, and overturned furniture. The air is thick with dust and the acrid smell of chemicals.

There are several rooms in the laboratory complex, each with its own purpose. The largest room appears to have been a research and development laboratory, with tables strewn with beakers, test tubes, and other scientific equipment. Another room seems to have been a storage area, with shelves full of chemicals and lab equipment. There is also a room with large, cylindrical tanks that were likely used for experiments.

Some of the abandoned equipment still appears to be functioning, although in a degraded state. Wanderers may be able to salvage or use some of these items if they are resourceful enough.

The walls of the laboratory complex are covered in graffiti, with strange symbols and messages scrawled in various languages.
There are several broken windows throughout the complex, allowing the sound of wind and rain to echo through the empty halls.

## Entities

The laboratory complex is home to a high number of strange and dangerous entities that were likely the result of the experiments conducted in the facility. These entities include mutated creatures, unidentified lifeforms and common enities. They are hostile towards wanderers and should be avoided at all costs.

### Mutated Rats

These rats are larger than normal and have grotesque mutations such as multiple limbs, odd growths, and glowing eyes. They are aggressive and will attack wanderers on sight.

### Unidentified Lifeforms

There are several creatures in the laboratory that defy categorization. They are grotesque and malformed, with twisted limbs and writhing appendages. They are fast, dangerous, and seemingly impervious to damage.

Some other Entities include:
Flesh Eyes and Screechers.

## Colonies and Outposts

Due to the dangerous entities that inhabit the laboratory complex, colonies and outposts are not advised. However, it may be possible to barricade oneself in a secure location within the complex to avoid the entities.

## Entrances and Exits

### Entrances

* Noclip through a yellow door in Level 3 "Yellow Earth".
* Touch a dilapidated door in Level 11.
* Noclip through a wall in Level 23.
* No-clip through a wall in Level 35.
* Taking an exit in Level 52 has a chance to lead here.

### Exits

* A staircase leading down can lead to Level 48.
* Noclip through lab equipment to reach Level 35.
* A hole can appear in the level, with Level 49 behind it.
* A large wooden door leads to Level 50.
* Purposefully trip to end up in Level Valentines.
Level 80

**Survival Difficulty: Class 2**
**》Safe**
**》Unsecure**
**》One Entity**
Level 80 is the 20th level of The Middlerooms. It is also the most confusing level.

## Description

Level 80 consists of a light yellow hallway with Greek artifacts behind glass such as the "Parthenon Frieze," "Pediments of the Parthenon," and "Athena Parthenos." Surprisingly, those Greek artifacts are the only ones present on the level. The level has turns, and if you turn in these, you will find yourself back in the hallway you just came from. Turning around now is not advised because you will begin to hear cries of "PLEASE SAVE US FROM Level 81", "SAVE US!"

## Entities

### The Guider

The Guider guides people through this level; whenever you are with him, you will feel comfortable and relaxed as you navigate the level with him. The guide also explains what the Greek artifacts are and how they were made. The guider will also say, "These artifacts or whatever you call them are not from our world," implying that the artifacts are from somewhere else.

## Colonies and Outposts

### Republic of Ilon

This group is generally friendly and gives people loot unless otherwise stated. They can be found by walking straight for 3 minutes, turning left, walking straight for 2 minutes, turning right, and walking straight for 2 minutes. They consist of 13 people.

## Entrances and Exits

* The hallway of Run For Your Life may change into the hallways of this level. It is very unlikely.
* Finding a hallway in Level 18's Storage area.

### Exits

* Breaking the glass and ruining the artifacts will transport one to Level 12.
* Finding a glass box with a map of a stone labyrinth will lead to Level 20.
* Taking a picture of the Guider leads to Level 13.
Run For Your Life

**This page needs a rewrite.**

**Reason:**  This page is mid ngl.

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

Run For Your Life is a dangerous enigmatic level of The Middlerooms.ous level of the Middlerooms.

## Description

Run For Your Life consists of a hallway in a desert with a sand wall and an ominous alert that sounds like a sandstorm. Upon entering this level, one will see creatures from the Backrooms. It is made up of Entity 40 and Backrooms unknown entity. A pyramid may be found at around 5 kilometers. You can enter the pyramid or keep walking. You may reach Level 1 by entering the pyramid, but be careful because of its treacherous route. The wisest course of action is probably to proceed. You'll encounter a speed bump at about 6.1 kilometers that will help you restore strength and quicken your pace. Entities are not covered by this. Around the 10-kilometer point, you'll see an exit that goes to a seemingly random level of The Middlerooms However, the road continues; as you travel along, you will encounter boxes and lava; attempting to turn around will teleport you to the front. You will be met at the end of the hallway if you were able to make it another 10 kilometers. The Promised Land of the backrooms is reached by opening the door.

unknown entity, "Brain Washer," "GLITCHHY and other entities are present on this level. Anyone within 1.1 kilometers of Brain Washer will be brainwashed. In order for him to capture the victim, he will halt the wanderer. Because of this vulnerability, Brain Washer will stop pursuing you after 5 minutes if you are more than 1.1 kilometers away, warning the entities that "you guys might not make it." On the other side, GLITCHHY glitches the path taken by the wanderer who is attempting to flee; he may create lava, boxes, clusters, and even enormous rocks that nearly fill the corridor in an effort to slow you down. It appears that the Brain Washer and the GLITCHHY are aliases.

When you are 4 kilometers from the level, an effect called "Stamina" kicks in; this effect increases your stamina so you can run farther. Every time you travel another 8 kilometers, this impact doubles. You suddenly feel the need to flee the beings. In this level, you cannot stop at all, so if you stand, you are really not standing. Every two wanderers who reach this level will experience the "Unknown Entity Event" or "unknown entity Invasion" effect, which will give the wanderer a "unknown entity vibe" and cause them to start changing into unknown entity if it is not halted

## Colonies and Outpost

Due to the nature of this level, colonies and outpost are unable to be established

## Entrances and Exits

### Entrances

* The desert may build up a hallway in Level 9 causing you to teleport here.
* Rarerly, in Level 12 the walls might turn into sand causing you to teleport here.
* Hurting a Challenger in any kind of way in Level 93 will send you here.

### Credits

Some Concept originating from old Level ! from Backrooms Wiki.

Ported from Greekrooms Wiki, same author.
Level Valentines

**Level Valentines** is an anomalous level of the Middlerooms, characterized by its pink store-like appearance and overwhelming presence of balloons. The level is particularly difficult to navigate, and its anomalous properties only add to the challenge. Level Valentines is referred to as Level ♡ (Heart) often, however that is just slang.

## Description

   Level Valentines is a brightly lit store-like environment with walls, floor, and ceiling painted in different shades of pink. The air is thick with the scent of roses and chocolate, and there are heart-shaped balloons and decorations hanging from the ceiling.

The level is filled with balloons of all shapes, sizes, and colors, making it difficult to move around without bumping into them. The balloons also seem to multiply and shift around, constantly changing the layout of the level and making navigation even more challenging.

## Anomalous Properties

Level Valentines has several anomalous properties that make it dangerous and difficult to navigate. The most notable property is the overwhelming number of balloons that fill the level. The balloons seem to be alive and sentient, and will actively try to hinder anyone who attempts to navigate the level. They will move, multiply, and obscure paths, making it difficult to move around without getting lost or disoriented.

In addition, Level Valentines seems to have a mind of its own, and will actively try to trap anyone who enters it. The doors leading into the level will disappear or become inaccessible, trapping anyone inside. The level also seems to have an infinite number of rooms, and it is easy to become lost or trapped in one of them.

## Entities

Level Valentines is not known to have any entities that actively inhabit it.

## Colonies and Outposts

Due to the dangerous and unpredictable nature of Level Valentines, colonies and outposts are unable to be established. The level's anomalous properties make it too difficult to navigate and too dangerous to live in.

## Entrances and Exits

### Entrances

* Randomly noclipping in Level 48 has a chance to lead here.
* Purposefully tripping in Level 47 will lead here.

### Exits

* If you go through the store exit, you will go to Level 39, or Level 23.
* Popping anywhere from 1 to over 1000 heart balloons will lead you to Level 0.
* A failed noclipping attempt can lead to The Void.
Level 799

[[{{{1}}}]][[{{{1}}}]]

Level 799 is the 800th level of The Middlerooms... You made it... You made it to the end...

## Description

Remember Level 0?

Remember Level 1?

The first levels you experienced. Now look at you, at the very end of everything where there is nothing.

**Level 799** is nothing but darkness. No atoms. Nothing. Nothing but you. A greedy wanderer that just want to escape this prison... But all you did is trap yourself even more.

## Entities

Nothing.

No colonies, no people.

**Only you remains here.**

## Entrances and Exits

### Entrances

...

It's been a journey. It's been 7 years since you last saw somebody. You are alone. Alone in the darkness.

You are desperate for an exit.

### Exits

You look into your surrouding. Nothing. No exit.

You trapped yourself.

The only exit is back.

But you resist.

You want **MORE**. You want to escape. Escape this mess.

But maybe stop. Stop and rest in the emptyness of this void. You use your only remaining resources in hopes of finding new ones in further levels. You know this is not the end.

...

...

...

...

Could that be it?

A glowing light-yellow portal emerges in the distance. You sprint at it before it closes.

Before you knew it...

You are at something different. Finally, have you escaped?

The glowing light darkens and the surrounding area becomes more visible.

Wait...

Is this a new level? No it cant be-

 > Another light appears...   > It has disappeared leaving...  Author: Khai Design was similiar to Level 1000 on the Backrooms wiki.
« Level 798 | Level 799 | Level List »
Level 51

**Survival Difficulty: Class 5**
**》Unsafe**
**》Unsecure**
**》High Entity Count**
## Description

   Level 51 appears to be a small, abandoned town located in the middle of a vast, dark plain. The starting area is a bench situated in the center of a large, flat grassy area. The sky is always shrouded in darkness, with no discernible source of light, and the only sounds are eerie, distant howls and creaking of abandoned buildings. The buildings themselves are old and dilapidated, with broken windows and doors hanging off their hinges. The streets are empty, and the only movement is caused by the occasional gust of wind that sends debris tumbling down the deserted streets.

Despite the absence of any visible life, it is clear that something is lurking in the shadows, as the rustling of unseen creatures can be heard around every corner. The air is thick with an unidentifiable scent, and the sense of unease is palpable.

The darkness in this level is absolute and unchanging, with no sources of light to be found. In addition, the buildings seem to be constantly shifting and changing, making it difficult to navigate.

As wanderers explore the town, they may come across clues about what happened to the previous inhabitants. Some buildings contain scraps of paper or scribbled messages that hint at strange occurrences, and there may be remnants of occult rituals or other mysterious phenomena.

## Entities

Level 51 is infested with entities, both visible and invisible. They are mostly shadowy and indistinct, and seem to be drawn to sound and movement. They can be heard rustling in the darkness and occasionally glimpsed darting between buildings.

## Colonies and Outposts

Due to the dangerous and unstable nature of Level 51, colonies and outposts are unable to be established.

## Entrances and Exits

### Exits

The exits from Level 51 are difficult to find, as they seem to shift and change along with the buildings. However, there is one exit that is always the same.

* No-clip through a bench to reach Level 52 or Level 48.
Level 31

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

## Description

File:Orangehouse.jpgA image of **one of the houses**.

This level consists of many orange houses. They all have the same furniture and the same layout. It will always be a bedroom with a bathroom, a living room with a couch and a big window, and there are stairs that lead to nowhere. It seems that there are about 50 houses in a single row. As there are about 25 rows. So, there are about 1,250 houses in this level. There is also a smell around the houses that smells like paint drying. Although none of the houses has any paint that is drying so it is unknown what is emitting the smell. There have been no confirmed sightings of any entities in any of these houses.

So far, about 250 houses have been fully explored. As for the other 1,000 houses, it is still unknown if they are the same layout, but most people would thing so because 250 houses are the same thing as the last one. It has been noticed that the more houses that you enter, the more uneasy you feel. The cause of this is unknown unfortunately, but it is advised to not go to a lot of houses in one session.

## Entities

There have been no sightings of any entities in this level.

## Colonies and Outposts

### Orange Holders

* Has 5 people,
* Gives out oranges for free,
* Does not let others join very often,
* They are also Nice.

## Entrances and Exits

### Entrances

* Consuming a crystal in Level 30 has a chance to send you here.

### Exits

* Jumping off the roof on any house has a small chance to send you to Level 32.
* Touching an apple puts you in Level 19.
* Breaking anything will send you to Level 2.
* No-clip through any lights to be sent to Level 42.
* Entering in a graveyard will send you to Level 60.
The Road to Salvation

**This page is under rewrite!**

**Please do not interfere with the rewrite, even if this is your page; do not touch anything.**

**Reason:**  Stub

**Page Author:**  Carsonlee0205

**Rewrite Author('s):**  Underscratch and Carson himself

**Rewrite progress:**  Just started

**Notice:** Thanks for ntdll for the code.

MITG***This article was created by or is associated with the MITG organization. (Middlerooms Investigation and Technology Group)***

MS-DOS Prompt

MS-BackSoft Terminal Prompt

>cmd.help

command does not exist

>help

error no syntax

>/help

List of commands:

/open file

/close file

/delete file (admin required)

/[REDACTED]

/[REDACTED]

show more

>no

>open file.nobodyhere

access denied required permission: user

>input.password/\*\*\*\*\*

>input.emailname/Gary@backmail.com

`>open file.nobodyhere`

`Access Granted!`

Nobody here... ~ Name
> “
> “I wouldn't be stuck in a endless road if I were you.”
>
>
> — *A note by a unknown wanderer.*
>
>
>

A image of the level, found on one of the cameras. Photographer presumed dead. *Nobody Here...*

## Description

**The Road to Salvation** is the name given to a city with a rainbow road consisting of different directions. The level itself is vaporwave-like, and seems to be a fever dream like level. There seems to be a voice saying "There's nobody here..." with bop music.

There is almond water in some cases, making the level safe. It also appears to be night out. The road itself is in between cold and warm. ***There's nobody in this level.*** There are also fences around the road. A lot of discoveries of a rainbow sky happening was reported, which there was evidence of happening. This has a rare chance of happening. Some wanderers reported that there was a day cycle, which has no evidence of happening.
There is a little-known information of the level, but the MITG is learning more information about this level, as its newly discovered by one of the MITG employees, CarsonTheGamer0205. As of now, this is the safest Enigmatic level.

### Important Features

#### The Road

The Road is a rainbow road, consistently changing colors and directions. It is in-between cold and warm. It also has fences around it.

#### The Sky to Salvation

The Sky to Salvation is event. When this happens, the sky will turn rainbow, just like the road is rainbow, the music also consistently changes pitch.

## Entities

None.

***It's all a dream.***
## Colonies and Outposts

### The Lonesome Travelers

* 10 people,
* Hostile,
* Do not accept trades.

## Entrances and Exits

### Entrances

* Closing your eyes in a single level and saying "It's a dream" after surviving in the level for 1 day will send you here.
* A rainbow pathway in a level will send you here.

### Exits

* Getting off the road will send you to The Abyss.
* If the road turns red, you will be immediately sent to Level 28.
Weeders

## Appearance

**A weeder in Level 77**.

Weeders are small fuzzy-looking green entities which reside mostly in forest-like levels in the Middlerooms. They are no more than a few feet tall, and have eyes that look like beans. While they have no clear mouth, it can be inferred that these creatures are not smiling nor frowning, but rather have a curious look. Weeders can morph into any green objects, so they can appear to be bushes or trees.

## Behavior in Native Level(s)

Weeders can do physical harm to any person, however, they mainly like to creep near wanderers and scare them by using camouflage. These scaring attacks start to occur right when a wanderer settles in, and continue in random intervals. Attacks consists of weeders popping up right in front of and behind wanderers.

While these attacks can be threatening, the main attacks that weeders pull are through their smell. When a Weeder gets close to a wanderer, the weeder will unleash a plethora of toxic smells which can confuse or even kill wanderers.

## Behavior in Non-Native Level(s)

Although Weeders are known for hanging out in forest levels, they tend to wander into different types of levels. Weeders in non-native levels are often shy and not curious in the slightest. It is best for any wanderer to just ignore them, as they will not attack outside of their native levels.

## Habitats

As previously mentioned, Weeders mostly stay in forest levels to scare or harm wanderers, however weeders have been spotted in non-forest levels wandering around. More information is being gathered pertaining to this discovery.

## Common Location(s)

Weeders most commonly appear in Level 77.

They also appear in Level 8.1, Level 95.1, among other levels.
Shiners

### Bright as Light!

This page contains features that may only be able to be seen in light mode or features that are too bright for dark mode.

## Appearance

A **Shiner** is the name given to a smiling face, who seem to be white, and also have light around them, and glow in the dark. They also have humanoid forms, which are lighting up humans and have various sizes. Just like their normal form, they also glow in the dark.

There is a variant called "Dullings", which appear as the opposite of them and seem harmless. They are a very rare variant.

## Behavior

**Shiners** are hostile entities that prefer to do damage up-close rather than far away. they prefer to do up-close because they feel pleasure in causing other pain both survivor and entity alike and just being a few feet causes skin to burn and boil. if splashed with water **Shiners** will become enraged, as being stronger, faster, and hotter.

## Abilities

**Shiners** are known to be extremely hot from 100 to 300 degrees if enraged it can get as hot as 500 to 800 degrees, **Shiners** have the ability to project their heat like a bullet. The only time they use heat from a distance is when they are too far away to grab a survivor. Shiners get weaker in darker areas and stronger in lighter areas.

## Habitats

**Shiners** can appear on some levels that have at least one light source. Depending on the light source: it changes the appearance and heat. They are mostly common on Level 11 and Level 44.

## Warning signs

If a **Shiner** is approaching, you should notice these things:

1. You'll see bright lights
2. You'll feel lots of heat, even through walls.
3. You'll hear the sounds of fire crackling.
4. You may hear a Shiner shrieking, but at that point it may be too late.

If you hear feel or see these signs hide limitedly. If you hear high pitch shrieking, it's too late most likely, so it's best to run to a darker area and not a lighter area.

## Do's and Don'ts

### Do

* Hide if you feel a lot of heat, hear crackling, or see lots of light
* Run if you hear shrieking
* Go into darker areas

### Don't

* Run immediately after seeing hearing or feeling signs
* Splash water onto shiners
* Go into lighter areas
Level 39 Log

```
Date: ██/██/████

```

```
00:00:5 █:██ Samuel █. █████: Why i'm I here if i've already been exposed to the anomaly? Aren't you gonna get infected?

```

```
00:00:10 █:██ Interviewer █. █████: Firstly, I wont get infected due to you being at least 5.2 Meters away from me. But, if you don’t know how interviews work, basically, i’ll ask you a few questions and you can leave to quarantine. However, if you try attempt any harmful behaviour, I will call **M.E.G** and you will be terminated on the spot.

```

```
00:00:18 █:██ Samuel █. █████: Whatever, do your s**t and ask the questions, I would like to get out of here quick. What are you even doing with this information?

```

```
00:00:27 █:██ Interviewer █. █████: We are doing this interview so **M.E.G** can document more of the level and tell wanderers the hazardous nature of **[39]**.

```

```
00:00:36 █:██ Interviewer █. █████: Ok, first question… What were the surroundings when you first noclipped inside of **[39]**?

```

```
00:00:40 █:██ Samuel █. █████: It looked like I was in **[6]** of The Backrooms, but there were dim blue lights on the ceiling and there were really pale, almost white walls, similar to **[Level 0]** but with no wallpaper, and there was so much dirt and mold everywhere on the walls, when I inspected the dirt, it was **spiders**.

```

```
00:00:49 █:██ Interviewer █. █████: Ok… Next question, what did you feel when you got infected?

```

```
00:00:55 █:██ Samuel █. █████: Really confused, and I felt really lightheaded and disoriented. And I got a slight headache at the back of my brain…

```

```
00:00:64 █:██ Interviewer █. █████: Cool, ok one more question and your free to go… Did you encounter any entities?

```

```
00:00:0 █:██ Samuel █. █████: I saw a silhouette of a man with a broom hat with white eyes, and it was chasing me, however when the entity caught up to me, it disappeared… Then the next thing that happened is that the walls started to close in for 2 to 3 seconds then stops, then the entity appeared again, and the same thing happened again. I also started feeling more symptoms every time the entities catches up to me.

```

```
00:00:0 █:██ Interviewer █. █████: Ok your free to go, you will be escorted by the same agents that escorted you here.

```

```
00:00:0 █:██ Samuel █. █████: Whåṯ ḏø ÿóū mėäŋ quarantine?

```

```
00:00:0 █:██ Interviewer █. █████: Why are you walking up to me like that? W̸̭̱͊̂A̶͎͠I̸̼͒̒T̵̫̖̅ ̶̟̈́͑N̸̯͒O̵̳̒͠ͅ ̸̯̅G̶̤͂͆Û̸̲͂A̵̡̟̒Ṟ̷̅͌͜D̴͚̫͊͂S̷͔͂͐ ̸̭̲̀̓H̵̩͆̚E̶͗ͅĽ̸̨̟͒P̶̮̆-̷̝̅

```

```
00:00:0 █:██ Conclusion: Interviewer got infected by Samuel and mutilated got slightly mutilated by Samuel, and both experienced symptoms of mental confusion and mental health deterioration after 2 days of incident. Victims experienced stage 3 dementia by day 3, Samuel died on day 5 due to unexplainable reasons that can not be written down, and the interviewer recovered from the infection on week 2, the interviewer has been diagnosed with P.T.S.D and cancer to this day.

```
Skiers

## Appearance

**An image of a regular skier.**

Skiers are rare entities that are exclusive to Level 97. They take on the appearance of humanoid skiers who like to ski on the slopes of the peaks. All Skiers apparently have no face, due to a ski mask covering it. These entities are always in ski gear, which makes them fully resistant to the harsh environment of Level 97. A study was done in June of 2023 which involved capturing a Skier and bringing it to a different level. It was found that Skiers are immune to most weapons and environments, making it an extremely powerful entity.

### Purple Variant

Among all of the Skiers in Level 97, there is a rare purple variant that appears once in every 600 regular Skiers. The purple Skiers are extremely powerful. Not only do they include all the features of blue Skiers, but they also are able to teleport all over the place and have super sensing to tell where wanderers are. As a result of this, they are considered to be leaders of any group of Skiers.

## Behavior

Skiers are considered to be extremely hostile towards any human life that dares to step on Level 97. They commonly use their ski poles and boots to attack these targets. This was first discovered in the first expedition, where a group of 100 tried to explore Level 97 together. The Skiers attacked, and most of the group became casualties. The best way to avoid this is to not travel in large groups and to be inconspicuous. Besides the risk of a Skier trying to kill, there is another risk that is associated with Skiers. Studies by several groups have shown that it is possible to turn into a Skier by hanging around a Skier for too long.

When they are not terrorizing wanderers, Skiers congregate in large groups and ski along the slopes. Due to the fact that they do not need food, water, or sleep, they are able to ski and hunt wanderers endlessly.

## Origins

Skiers are said to have originated from the Backrooms. After discovering a laboratory, this entity entered the Middlerooms and made its way to Level 97.

## Do's and Dont's

***`Do's`***

* Ignore Skiers
* run if spotted
* use an object like Black Water to fight
* stay with small groups of wanderers

***`Dont's`***

* Try to talk to Skiers
* do nothing if spotted
* try to fight with bare fists
* travel in large groups
Level 19

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

## Description

Level 19 has multiple areas in the level. The level itself is huge and is very mind-bending. The level resembles an apartment complex and there are Facelings that are inside of the rooms, living in there. Some are aggressive and some aren't. It is about 9 stories, and the rooms are sometimes normal, and some has unexplainable meanings to it. The rooms can have the beds upside-down, there can be multiple TVs in the room, and the floors can be unstable to walk on. The longer you are in this level, the more sanity you will lose. There are various Almond Water vending machines around the level.

### The Outside

The outside is...well the outside of the apartment complex. The sky will always be dark but there will always be lights that will help you see. It will be extremely cold outside and there will also be benches for people to sit on. There are also vending machines out here as well. Facelings can reach this point.

### The Boiling Room

The Boiling Room is where the boiler is. This room is the reason why the apartment complex is always warm. You can turn the boiler off if you want, but the **Main Faceling** will turn it back on. If you block the way that the Main Faceling has to turn the boiler back on, the Faceling you push you out of the way to turn the boiler back on. If somehow the Main Faceling won't turn the boiler back on, the complex will most likely be near zero degrees, due to the coldness outside.

## Entities

The only entities in this level are Facelings and Main Facelings.

## Main Facelings

Main Facelings are the Facelings that manages the apartment complex. All of the Facelings in this level respects them because most of the Facelings lives in this level.

## Entrances and Exits

### Entrances

* Jumping on a trampoline for a long time in Level 18 will teleport you here.
* Touching an apple in Level 31 will bring you here.
* Finding a small house in Level 85 will take you here.

### Exits

* Walking through the fire exit will teleport you to Level 11.
* Sometimes, sleeping in this level might put you in Level 4.
* If a TV has static on it then touching it will send you to Level 21.
* Touch a colorful window to be sent to Level 23.
* No-clip through the top of an apartment building to be sent to Level 40.
* Drinking a glass of water has a chance to send you to Level 35.
* Turn on the boiler and no-clip through it to be sent to Level 42.
* A staircase leading down can sometimes lead to Level 48.
Level 40

**Survival Difficulty: Class 2e - Environmental**
**》Unsafe**
**》Secure**
**》Non-Entity Hazards**
Level 40 "Sewer Control Center"

## Description

This level resembles a group of broken-down rooms and brick walls. The Walls have grey stripes along them, and the floor is made from concrete. The roof is made from ceiling tiles with many parts exposing the support beams and the attic. There are LED lights on the roof and some expose walls show pipes which you should never touch because if you move them, they will spray water at you, not deadly just an inconvenience because the water is very dirty so it may carry germs and diseases so do not consume water found on this level. Some rooms are dark and hard to see in, these rooms have the most puddles, but light rooms still can have puddles. There are images of Psis on the walls which represent the pressure. The more Psis the higher the pressure. These symbols are near control panels that control the pressure and the Psis show the appropriate amount of pressure as not to cause a flood. The Psis are drawn with dark green paint and the control panels are green too. There is mold in some places that is quite rare and is similar to the mold from The Frontrooms, and is dangerous to consume because it may cause sickness. There are sometimes disconnected pipes on the ground that could be used as weapons to fend off dangers, the pipes never rust so do not worry about the rust being dangrous, you should be fine.

## Entrances and Exits

### Entrances

* No-clip into the roof in Level 14 to be sent here.
* No-clip through the top of an apartment building in Level 19 to be sent here.
* No-clip through the water in Level 34 to be sent here.
* Entering a red door in Level 36 will send you here.

### Exits

* No-clip in a dark room to be sent to Level 8.
* No-clip through a brick wall to be sent to Level 14.
* No-clip through a control panel to be sent to Level 6.
* Damage part of the roof to be sent to Level 25.
Bad Level (Joke)

This is a joke page.It is not meant to be taken seriously and only for entertainment and/or laughs.

*Moderators: Make sure it's not cringe.*

**Notice:** This page was greenlit by Khai.

It's the sequel to Level Deleted!

***CoolGuy5555: Hi I am new***

***UnderScratch: Be sure to follow the rules :)***

***CoolGuy5555: Ok***

Meanwhile...

# Level 555555

**Survival Difficulty: Class 2e - Environmental**
**》Unsafe**
**》Secure**
**》Non-Entity Hazards**
ITS THE DANGEROUS LEVEL!!!!!!!!!!!!!!!!!

DONT EVEN TRUST THEM

THE ENTITIES ARE ALL OF THEM!!!!!!!

IN ORDER TO ENTER THE LEVEL YOU NEED TO DIE

IN ORDER TO EXIT- WAIT YOU CAN'T EXIT AT ALL HAHAAHAHHAHAHAHAH THERES NO ESCAPE LOL NOCLIPPING WILL ALSO CAUSE YOU TO DIE ITS THE BEST LEVEL AND IF YOU DELETE IT YOUR GONNA BE DEAD LOOOOOOOOOOOOOOOOOOOOOOOOOOOOLOLOOLOOLOLOL

## Comments

**UnderScratch: Seriously? This is the worst level I've seen yet. This lacks details**

***CoolGuy5555: I DON'T CARE IDIOT, DELETE IT IF YOU HAVE NO BRAIN***

***UnderScratch: You are rude. I'm contacting the owner now.***

## Meanwhile in Khaibeltra1291991's message wall...

**UnderScratch: Hey, there's someone bullying me.**

***Khaibeltra1291991: I'll block him. Who was the user?***

***UnderScratch: CoolGuy5555.***
CoolGuy5555 is currently blocked on The Middlerooms Wiki.https://middlerooms.fandom.com/wiki/User:CoolGuy5555

Block LogBlock Information***Username:*** CoolGuy5555
***Block ID:*** 17
***Block Performer:*** Khaibeltra1291991
***Block Start:*** 23:06, 19 November 2023
***Block Expiry:*** Infinite
***Block Reason:***
Harrasment, Possibly under 13Harrasment, Possibly under 13
Level 78

**Survival Difficulty: Class 3e - Environmental**
**》Unsafe**
**》Unsecure**
**》Non-Entity Hazards**

**Level 78** is the 79th level of the Middlerooms.

## Description

This level appears to be a long, non-Euclidean labyrinth with white walls. These walls seem to emit off a dim light; however, there is no confirmed reason behind this. These walls are always clean. Because of its non-Euclidean geometry, the layout of this level is mysterious. Some groups have speculated that this level has 3 parts, but only 2 have been discovered. The floors are made up of wet carpet. Cats, similar to the ones in the Frontrooms, commonly appear in the level. These cats are friendly, and their presence varies depending on location. Cats seem to show up randomly. Sometimes, if you are lucky, cats may teleport with an item in their hand. These cats do not pose harm.

Sometimes, doors appear throughout the level. These doors seem to all lead to one medium sized vault. The vault is made of steel, similar to a vault in the Frontrooms. This vault is Euclidean, being about 50 meters wide in all directions. However, it is impossible to find other wanderers in it. The vault seems to be filled with water and food, restocking every time someone visits it. Cats do not appear in this part of the level. This area seems to be more stable than the rest of the level. To leave this area, you have to walk back through the door.

Some Wanderers inside this level were reported missing by unknown causes, making many believe they transported to another section of the level or a different level entirely. This phenomenon happens very rarely and is always caused by movement. Every step someone takes has a small chance of teleporting them, so be careful...

## Entities

Cats appear in this level. They are friendly and are identical to ones from the Frontrooms. Mysteriously, these cats can survive without food and water. It seems the level somehow feeds the cats.

There is another theorized entity in this level that controls it. There is little evidence for it, but it is presumed to take care of the cats. There are no reported sightings of it, and there is a chance it doesn't exist.

## Colonies and Outposts

Due to the nature of this level, outposts are impractical to make.

### Entrances

* To enter this level, you need to no-clip through a cat toy found in another level.
* Pet a cat in Level 93 to go here.

### Exits

* Walk until you randomly teleport to a different area.
* No-clip through the vault door to enter a safe level.
* A rare teleportation anomaly will cause you to go to Level 95.
* Any sudden increase in temperature will bring you to Level 97.
Level 46

**This page needs a rewrite.**

**Reason:**  Stub

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count** Level 46 is the 47th level of The Middlerooms.
### Description

Level 46 is an extremely large room with images of sky plastered on all sides. It expands approximately 40 miles corner-to-corner. The room has many patches of fake grass, some of which are over a square mile in size. Many of the patches can be dug into to find various resources buried underneath. If you dig deep enough, you will end up in a different area.

### The Tunnels

The Tunnels is a second area of Level 46. It is a maze of dirt tunnels which expand to the same length as the main area. It changes when nobody is present in the area, and it is sometimes non-euclidean. Some paths may be made of stone, an indication that that path is very long. Stone paths may contain crates with resources inside if you venture through one for long enough. If you find a juice named "The Very Tasty Tunnel Juice", DON'T DRINK IT.

### Entities

Level 46 has shadow figures that appear in people's vision after five hours of staying. The figures cause severe sanity loss and hallucinations. The Tunnels may have Flesh Eyes in them sometimes.

### Bases and Outposts

The shadow figures limit time in Level 46, so no bases or colonies can be made.

### Entrances

* Going through a door with a framed image of a sky next to it in Level 45 will send you here.
* Falling in the floor of Zone 3 in Level 106 will take you here.

### Exits

* Reaching the opposite corner from where you started will send you to Level 47.
* Going through a dirty wooden door in The Tunnels will take you to Level 57.