recursal/Fanatic-Fandom huggingface dataset:
Peeler's

**This page needs a rewrite.**

**Reason:**  Not that much info in some sections.

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

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

## Appearance

Peelers are tall, grey-skinned men with white eyes and black suits and ties. They also carry tools on their bodies, which can be anything that can be used as a tool, like hammers, saws, knives, axes, or other objects, but the main tool that makes peeling easier is a sharp object. Peelers typically carry one blunt object to knock out survivors and one sharp object to do the peeling. Their heads resemble television screens featuring white faces.

## Behavior

Peelers are known for walking rather than running because, once they spot a victim, they will follow them throughout the entire level. In addition, because of their large brains, they are aware of the layout of the level they are in. The main way that Peelers attack is to knock victims unconscious and then lead them to a hidden area where they will peel off their skin. We don't know what uses the skin for, but we assume that they take it as trophy. Peelers also interfere with communication, though we don't know much about it.

### Origins of Peelers

Though this is still just conjecture and informed guesswork, it is thought that Peelers came from Level N, which is probably true because that's where the most of them are from and have been recorded to come from.

## Abilities

Although Peelers possess a wide range of skills, their well-known abilities include interruption of communication, human speech (their voices are extremely "garbled" or "mangled"), quiet footsteps, and high intelligence. Level N survivors saw or heard the majority of the abilities.

## Habitats

As of right now, Peelers have only been spotted in Level N and Level 95.1. However, if any level is discovered to contain at least one small hallway, you might hear muffled voices in it; if this is the case, we can presume Peelers reside in that level. Peelers live in narrow, light passageways.

## Warning Signs

As previously mentioned, "Peeler's" jam communication if radios or walkie talkies go out. If you're being followed, look for distorted voices. Reach a sizable group of survivors (roughly 8 or 9).

## Do's and Don'ts

### Do

* Listen for voices,
* Hide if not spotted,
* Stay with groups.

### Don't

* If in a group don't split up,
* Hide if spotted,
* Fight it yourself.
Screamers

Why are they screaming like that?
-Unknown wanderer, residing currently at Level 7.

> “
> “The screams I hear are sounding strange...”
>
>
> — *A note left in Level 91, hinting the screamers.*
>
>
>

## Description

**Screamers** are entities that reside in dark areas. It is the name given to the appearance of a screaming ghastly humanoid, which is all black and white. They seem to have a big mouth.

**Screamers** also have disheveled eyes and a warped nose. **Screamers** have bodies which are known to move very fast. They also seem to be blind.

## Behavior

**Screamers** would act like a harmless entity at first, however, if you attempt to attack it, it will act like a harmful entity which would attempt to hunt you down. It usually likes to creep behind wanderers right when they feel safe.

**Screamers** are known for their sneaky nature. They like to prey on wanderers in especially dark spots, while blending in with the environment. It was initially presumed that these beings were invisible, but this was disproven when a wanderer named Aaron saw a Screamer and thus took the photo in which you see in this article.

## Abilities

**Screamers** have the ability to scream loudly, making you move farther. Screams from Screamers are usually are so loud that they can be heard miles away.

In addition, Screamers are able to move extremely smoothly. Wanderers who fall victim to Screamers are usually unable to catch a glimpse of the entity.

## Habitats

**Screamers** are rarely found at dark areas most of the time.

## Warning Signs

**Screamers** will be at a hostile state, reminding you that they will hunt you down, so it's best to run.

## Do's and Don'ts

### Do

* Run if it's in a hostile state
* Leave them alone

### Don't

* Attack them at a harmless state, or else it will be hostile
Punishment

**Punishment** is a undeterminable level, it is not determined to be a level or even anything. **Punishment** is a endless void of glitches and anomalies. It is filled with old data of middlerooms levels, ones that have been replaced, rewritten, or collided middleroom levels. It is mostly referred as the wasteland of levels. Undiscovered, or not.

Image of punishment.

## Description

The appearance of **Punishment** is static and bright. There are not any visual structures and there are not any stable objects. The terrain in this level is really stretched, mostly incomprehensible and uncomfortable. It is modified into shapes that do not follow any physical rules. Refractions of light bounces around the level, making it hard to see properly, not like that matters anyways. Objects flickering in the sky, then glitching out of existence are present, these objects are made out of glitches but are shaped like real objects like a chair or a minivan. Everything is so colorful, and it is more fragmented than the eye can comprehend. The environment of **Punishment** is really loud, a bass boosted static sound plays across the whole level, and it measures up to about 90db. It seems to be really consistent, and it doesn’t stop; everything just seems to distort out of existence at any random time no matter where you are in the entire level.

Making contact with any of the objects in this level will result in the wanderer becoming an exact duplicate of the object, seemingly instantly.

It is theorized that this level is the core of The Middlerooms, or the middle of the entire dimension, but this theory has still been researched by M.E.G.

**> Open Author & Licensing Information**

**> Close Author & Licensing Information**

**Author**: GeometryDasherWiki

« Level 0 | Punishment | Level 2 »
Level 48

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities****Level 48** is the 49th level of the Middlerooms.

## Description

An image of Level 48.

Level 48 consists of a modern-looking outdoor pool complex. The pool area is tiled with sleek black and white tiles, while the surrounding walls are made of glass, offering a stunning view of the outside world. The pool itself is a large main pool. The water in the pools is a crystal-clear blue and appears to be clean and well-maintained. There are several lounge chairs and tables scattered around the pool area, providing a comfortable place for wanderers to relax and enjoy the view.

The entire level has a bright and airy atmosphere, with plenty of natural light flooding in through the glass walls. Soft music plays in the background, adding to the relaxing ambiance.

The temperature of the pool water is perfect for swimming, not too cold or too warm.

The pool area is equipped with state-of-the-art water filtration and cleaning systems, ensuring that the water remains crystal clear and safe for wanderers.

The pool area is decorated with potted plants and modern art pieces, adding a touch of sophistication to the environment.

There are locker rooms and shower facilities located nearby for wanderers to change and freshen up before and after using the pool.

An anomalous property of this level, is that wanderers will never experience water fatigue (water will not go not go into wanderers eyes, and it's impossible to drown).

## Colonies and Outposts

### Lifeguards

* The colony is made up of lifeguards.
* They have formed a tight-knit community and work together to maintain the facility and assist wanderers.
* The lifeguards have set up living quarters and a kitchen area in a nearby room.
* They are happy to teach wanderers how to swim or provide guidance on how to enjoy the pools safely.
* The lifeguards are open to trading with visitors if they have goods or services to offer.
* Happy to train volunteers as lifeguards.

## Entrances and Exits

### Entrances

* Enter a modern looking glass door in Level 22.
* A staircase leading down from Level 47.
* No-Clipping through a bench in Level 51 has a chance to lead here.

### Exits

* Go under the water for 5 minutes to reach Level 36.
* A staircase can lead down to Level 19.
* A hole can appear in the level, with Level 49 behind it.
* A staircase can lead up to Level 50.
* Randomly noclipping has a chance to lead to Level Valentines.
Level Party (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 is an exception I want it to look like Forgotten Sanity from the backrooms wiki. Do not delete (click the delete notice to open the page)This page does not exist. The deletion, protection, and move log for the page are provided below for reference.

* 16:29 15 November 2023 Khaibeltra1291991 (Message Wall│contribs) deleted page Level Party (This sucks fr)

There is currently no text in this page. You can search for this page title in other pages search the related logs or create this page.

**Survival Difficulty: Class 5e - Environmental**
**》Unsafe**
**》Unsecure**
**》Numerous Non-Entity Hazards**
Tha Level party is a place where if u don't follow themu may see a door and u may open it but the partygoers will get you i'm a bad writer but still i like da party poopers

# It's a very F̶̧̧̡̧̛̛̲̤̮͖͍̜͎̤̦͈̭̺̼̳̤̱̩̮͔̺̣̊̎̈̂̍̌̐̀̀̇͊͂͛̇̂̃̽̚̚͠͠͠Ù̷̢̢̨̹̳̜́͛̈́͌̈́̈́̎̉͂̑̌̓̓̍͒͂̽́̏͘͘͝͠N̸̨̛͈̝̠̭̭̰͎̹̥̙͉̰̯̬̙̗̣̗̱̩̼̲͚͙̞̣̮̒̎̐͒̅̌́͂͂̇̎̈́̿̀͌̌̔̀̍̕ͅ level =) Dont trust the party poopers!!!!!

Lets start entites!!!!!!!!!

## Partypoopers

A photo of a partypooper 4 years before fun war happened

### Affiliation

The crew of partypoopers

So they are docile until you Attack them if u do better run because dozen of partypoopers will try to sacrific you to the partygoers or just chop the head off with their shark teeth.

-~--~~--~-~-~-~-~-~~-~-~-~-~-~-~-~-~PARTYGOERS-~--~~--~-~-~-~-~-~~-~--~~--~-~-~-~--

## Section Header

### Attacks:

Attacks is not known to be here yet on this level
Level 44

**This page is under rewrite!**

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

**Reason:**  Theoverwatcher73936 suggested a rewrite and I can see why. This page is solid, but needs more polishing.

**Page Author:**  Underscratch

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

**Rewrite progress:**  Just started.

**Survival Difficulty: Class Undetermined**
**》Mysterious Properties**
**》Unknown Information**
**》Undocumented Entities**

Level 44 "Under Construction"

## Description

This level resembles a large building with an **unknown amount of floors.** You start at floor 0, which is a long run-down hall with pale walls, flooring and roof. It is a little dark in some areas, besides a few exceptions which are described in full detail below in the next section. Overall, the building looks "unfinished" similar to a building still being made or constructed, as the name may suggest. There are poles everywhere, and almost nothing is really painted, etc. So this is definitely an unfinished building. There are some random slabs on the ground below holes in the roof, which may mean parts of the building are collapsing. There are also many holes in the floors which do not seem to lead anywhere.

### The Biggest Hole

The biggest hole seen was the width of the room and about one half of a yard wide and long. No slabs were found inside of this hole, which was dark inside so a flashlight was needed to see down into the hole, which was about 3 feet deep.

### Light Areas

There are some "Light Areas" which vary greatly in size, ranging from a few feet or yards to miles without an end. The longer it is, the lighter it can get. The middle of the area is the brightest. The more floors up you go, the brighter it gets. This is why nobody has gotten very far. The light attracts many Shiners who live in this level. The source of the light is unknown.

## Entities

A multitude of Shiners live in the light areas.

## Bases and Outposts

This level is devoid of bases and outposts.

## Entrances and Exits

### Entrances

* No-clip through a wall in Level 5 to be sent here.
* No-clip through the ground in Level 14 to be sent here.

### Exits

* No-clip in the dark to be sent to Level 8.
* No-clip through a slab to be sent to Level 40.
* No-clip through a red pipe to be sent to Level 45.
Saison 1

La première saison de *Miraculous: Force Neuf* a été crée, diffuser et publié sur YouTube en 2023.

## Aperçu de la saison

> *Après les évènements de son voyage en Normandie, Nathan est désormais King Bug, le nouveau héros de la ville mais il est aussi le nouveau gardien de la Miracle Box. Cela signifie qu'il doit non seulement garder son identité secrète mais aussi l'existence de ces créatures magiques et turbulentes, les Kwamis. Notre coccinelle doit maintenant redoubler d'efforts pour pouvoir vaincre ce nouvel ennemi: Darkos. Mais heureusement, King Bug a former une nouvelle équipe de super héros pour l'arrêter !*
>
>

## Anecdotes

* L'ordre de production prévu était que la saison est 26 épisodes mais étant donné que tout cela allait être très long a faire il a été décider de se faire en douze épisodes avec avec 1 spécial.
* L'intention de Bumpix pour la première saison est de faire connaissance avec les personnages et d'apprendre le fonctionnement de Darkos étant donné que, contrairement a Gabriel Agreste ou a Lila Rossi/Iris Verdi/Cerise, il ne porte pas de Miraculous et ses pouvoirs ne viennent pas de ces bijoux.
* King Bug utilise 14 Lucky Charms dans cette saison. Il a utiliser deux Lucky Charm dans "Cat Night"
Level 0.3

**Survival Difficulty: Class 5e - Environmental**
**》Unsafe**
**》Unsecure**
**》Numerous Non-Entity Hazards**

## Description

The Shattered Office is a sublevel of Level 0, it is the 1.3rd level of the middlerooms, but a dangerous one, the level consists of a broken, abandoned and destroyed office. The level has a metal tiled floor, white windows which do not show the outside (because there is no outside), entities like Shiners appear here, yet they stay near the windows since it is the only light source. The level has computers, desks, normal office stuff found normally. There are some empty sections but also some that have too much stuff, the level mostly varies in how empty it is, if it is an empty room, the only danger are the broken shattered glass and the lights falling in the floor, if it is a cramped, full room, then a computer may fall on you. It goes like that. Sometimes it is possible to see a normal office from the windows, which is an exit. The level seemingly looks safe, but because of the ceiling having a chance to crack up and break above you, this level is dangerous, the floor can also be destroyed, meaning that the level itself destroys easily, there are also floors, the floor can be found next to the stairs or elevators to go up or down, and if you go below floor 0 then you will exit the level. There have been reports of weird unknown entities in this level, ~~but it is just a myth, but there can be.~~ but there actually are, some of which appear to be a deformed kind of Shiner, another which looks like a tall fleshy guy that is kind of open and their insides are exposed, and some other which are not told what they looks like, which soon at least one is gonna be documented.

## Log

Person 1:Dude what is this place.
Person 2:I do not know.
Person 1:Remember that weird hallway level that we found a door saying "Office Repairing Center"?
Person 2:Yes but, this is a "Demolished Office Center".
Person 1:Wanna take a look around this one?
Person 2:Sure!

*Some screeching noises can be heard, and they are never seen again.*
## Entrances and exits

### Entrances

* In Level -3.1/122 of the backrooms, destroying the grass and entering an abandoned bunker in The Key Apocalypse leads to the start of The Middlerooms.

* Find a broken door in Level 0, that may send you here.
* Entering a door that says "Office Repairing Center" in any level with doors will bring you here.

### Exits

* See a normal office through a window will send you to Level 7.
* Go below floor 0 to go to Level 4, after the stairs and the opening will disappear behind you.

Made by Phity564.
Snatchers

**Notice:** This page is easier to read on dark mode.**Snatchers**
## Description

   These entities resemble dark humanoids with small heads and long dark arms that can stretch out extremley far, the farther they go the more skinny they look. They will strangle and drag away wanderers to be feasted upon. They dont really move and the closer sombody is to one the easier it is to kill it, but it is also easier for wanderers to kill it the closer they get too. If a snatchers arm is cut off, it will return back to the entity and regenerate after about 4 minutes, so watch your back...
## Behaivors

These entities need to eat. Not very often though, at least once a month. It is known snatchers like to eat human beings, (They like to rip the bones out and feast upon the organs in the human body, and suck the bodies dry of blood and other bodily fludis.) but no other entities are on Level 29, so it is unknown if they eat other entities or not, but they mostly ignore each other. Also these entities are dead silent, but when they rip the bones out of bodies and eat them, there is noise but not from the entity, just from what the entity is doing which is goring human beings.

## Habitats

Level 29 is the only place you will find these.

## Apperance

These entities resemble dark skinny humanoids. They cannot see with thier hands, but use other senses. They have an excellent sense of smell and they have ears to hear you, how they see is unknown. They have a blobby bottem instead of legs.

## Discovery

These entities long arms were discoverd first when the level was discoverd, and the image was taken when the person was trying to kill the entity and they failed. The photographer also took the image of the Level that the Snatchers live in.
Level 11

Template:Stub

**Survival Difficulty: Class Habitable**
**》Safe**
**》Sustained Community**
**》Devoid of Harmful Entities**

## **Description**

Level 11 resembles an infinite number of rooms of just purple walls. The floor varies though, it can be either blue or bright purple, almost white because of how light the shade is. There are different rooms, there are rooms with light purple walls and pillars, like the one on the right of the picture that you can see part of. The other rooms have dark purple walls and blue flooring, these rooms have a multitude of mold on the floors, which is safe to touch. There are no doors and there are some air vents on the walls that have supplies like Almond Water, rope, food, and other kinds of supplies. Some of the vents are bolted shut, but most are possible to open. Why this is is something that nobody actually knows right now.

## Bases and Outposts

### The Venters

* "The Venters" collect supplies from vents and have about 400 members.
* They will help wanderers who are lost in this level leave.
* They clean mold.

### MITG Base

* The MITG Base is a room with makeshift beds, crates with supplies, and experimental Middlerooms Technology.
* You can stay there for a few hours, and you can stay there longer if you volunteer, but not permanently. You need to begin to work there for permanent stay.

## Entrances and Exits

### Entrances

* Touching a tiny purple chunk of concrete in Level 9 or Level 8 will send you here. (These are uncommon.)
* Entering a purple door in Level 1 will send you here.
* No-clipping through a building in Level 17 will send you here.
* No-clip through a purple piece of glass in Level 23 to be sent here.
* Go through the other end of the worm hole in Level 30 to be sent here.
* Walking through a fire exit in Level 19 will send you here.
* No-clip through a purple light in Level 42 to be sent here.

### Exits

* No-clip through a light shaded wall to be sent to Level 5.
* No-clipping through the floor in a darker room will send you to Level 8.
* Breathing in large gulps of air in the vents will cause you to hallucinate, but if you stop you will be fine. Continueing will send you to Level 13.
* Touch blue fabric from a vent to be sent to Level 24.
* Ram into a blue wall to be sent to Level 12.
* Entering a wooden door will send you to Level 26.
* No-clip through a vent to be sent to Level 30.
* Entering a blue door will send you to Level 36.
* Touch a dilapidated door to reach Level 47.
Level 106

**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 0**
**》Safe**
**》Secure**
**》Devoid of entities**
Level 106 consists of a very long room. There are many zones in this level. The lenght of this level is 892 kilometers. Pretty long, huh? Well, starting from the second zone, UMJ-02, there are many computers and resources. Some windows may be broken, but when you try to jump outside, you can't. I have nothing more to say.

**ZONE 1 (STARTER ZONE)**

When you noclip to level 106, this is the first room. It consists of many windows and rooms that change color every second. And, that's all.

**ZONE 2 (UMJ-02)**

Zone 2 is just some rooms with broken windows, resources and computers.

**ZONE 3 (JUU-03)**

Zone 3 is some offices with broken windows and resources.

**ZONE 4 (KOL-04)**

This is a glitched slide with resources (if you are lucky you can grab them).

**ZONE 5 (UHY-05)**

The final room.... It's a glitched hallway. You open the exit door.. And.... Nothing. Why did you even go that far? You went the wrong way. What have you done?

**BASES AND OUTPOSTS**

No bases and outposts.

**ENTITIES**

There are no entities in this level.

**ENTRANCES AND EXITS**

**Entrances**

* There is a chance of getting here by escaping Level N.

**Exits**

* Falling in the floor in Zone 3 (2% chance) will take you to Level 46.
Level 35

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Undocumented Entities**

**Notice:** This page is better to read on light mode.

`*I think this level has no entities. I feel like someone, or something is thinking about an entity. But it's whatever. "*`
- **Bob**

## Description

   Level 35 is a level that is full of water. You are able to walk in this level and it is unknown how. You can drown in this level if you stay in the water for too long and there are various breathing rooms that has a lot of oxygen for people to breathe in there. There are about 8 breathing rooms in this level. There are also buildings in the water that some has oxygen in there and some do not have any.
It is advised to have a diving suit once you enter the level. Diving suits are available in this level as well in some breathing rooms. There have been no sightings of any entities, or so they say. Some say that if you stay in this level for too long, there can be entities that are going to kill you. It might have something to do with the sanity, but it is unconfirmed.

There are many eggs around the waters, and it is unclear if they can hatch. There have been about 7 eggs that has been gotten and so far, it is still unclear what they are. There have been sightings of creatures in this level. It is unknown what they truly are, but it has been said that they are some sort of mermaids. They travel in groups of 3 or 7. As people tried to follow these things but once they are about to approach them, they disappear, or they swim at light speed.

*We don't know what happens if you go to the out of bounds area, but we can all agree it is not going to be fun. Also, some of the breathing rooms don't work anymore. Someone needs to fix it somehow. - Bob*

A lot of people have been claiming that they heard some growls and screeches in the waters. It is unknown where the screeches are coming from because the noise can be heard from the entire ocean. Whatever it is, it is dangerous and huge.

## Colonies and Outposts

Due to the nature of the level, it would be extremely hard to put an outpost here.

## Entities

There have been some sightings in this level. It is unknown what or who they are.

## Entrances and Exits

### Entrances

* No-clip in a flood in Level 45 to be sent here.
* Going into the void in Level 34 has a chance to bring you here.
* Drinking a glass water in Level 19 has a chance to bring you here.

### Exits

* Touching an egg has a very small chance to put you in Level 1.
* No-clip through an egg to be sent to Level 5.
Object 11

> “
> “Please don't drink it.”
>
>
> — *Marks (sometimes) on the object.*
>
>
>

[[{{{1}}}]]

[[{{{1}}}]]

[[{{{1}}}]]

## Description

**Object Class: Negative**

Object 11, also known as "Bloody Juice' resembles blood in a glass of a cup, varying sizes, which lay on a location higher than the ground. These are very threatful to the wanderer, as it contains very dangerous effects damaging the body, once they drink it. The blood is pretty dark, and also is seemingly affects the wanderer each time order. There is also a variant, which are blue, and isn't blood at all, and seems to not have dangerous effects. There is also a high temperature, making heavy burn injuries. The wanderer can pretty much die in a short time, which is around 2 minutes after drinking it, as shown in the effects in time order.

The MITG says that there might be potions behind it.

### Effects

They will cause a lot of injuries, along with memory loss. Here are all the effects in time order.

* 1 second after drinking: Heavy burn injuries to the eyes, barely making the wanderer see at all, which causes screaming.
* 20 seconds after drinking: Skin will turn red and them maroon after 10 seconds.
* 1 minute after drinking: Brain Damage, and the sky will turn red as a hallucination.
* 1-and 5-seconds minutes after drinking: Memory loss.
* 2 minutes after drinking: The wanderer is dead.

### Uses

There are no uses, as it cannot be helpful, even when you drink it.

### Locations

The Bloody Liquid is mostly found in dangerous levels, such as Level 95.1.

## Variant

Unlike the original version, it is completely safe to drink, and helps the wanderer to avoid the entities for 5 minutes. It is recommended to drink this variant, as it is very helpful and safe. It also is cold sometimes, but sometimes, there are marks saying "DRINK THIS! IT'S SAFE!".
Level 67

**Survival Difficulty: Class Habitable**
**》Safe**
**》Sustained Communities**
**》Devoid of Harmful Entities**

## Description

Level 67 also known as "Neon Poolrooms" resembles a cluster of infinite poolrooms with neon lights, the level has a lot of water like pools, this level is one of the safest levels in the Middlerooms. The level has a lot of doors most of them send to another room like in the image, the level is mostly illuminated by neon lights of colors like green,red,blue and purple, the level has stairs wich sends to more zones of the level, the level is pretty much enjoyable because of no harmful entities in the level, the level has a lot of supplies and people living there and the wanderers say they don't want to leave this level and want to enjoy the level forever. However, the level has different zones and places to explore.

### The Purple Zone

**Survival Difficulty: Class Habitable**
**》Safe**
**》Sustained Communities**
**》Devoid of Harmful Entities**
The Purple Zone is the zone where the neon lights are only purple color, altought this zone is unconfirmed wanderers say that this zone looks like the nornal zone, with the difference that it is illuminated by purple neon lights, this zone is still very safe and devoid of any harmful entities and this zone even has games to play with, wanderers say that you can enter this zone by opening a purple door, this is unconfirmed and nobody has yet find that door.

### Slide Zone

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities**The Slide Zone is a zone where it is full of slides, the slides has neon lights from different colors, unlike the purple zone, this zone is confirmed. The Slide Zone is like the main zone with the differnce that it has lots of slides, many wanderes have tried to get in the slides, some managed to do it and it was confirmed that the slides sends to another place of the zone or the main zone, this is also one of the theorized entrances to the purple zone.

## Entities

The only entities in this Level are the harmful Entity 65 "Hands"

## Colonies and Outposts

### The Pool Ones

The Pool Ones is a colony with about 137 members, it is the colony with most members and the main colony in the level, their purporse is to explore the level, find new zones and places.

### The Hunters of The Pool

This is a colony of 29 members, their goal is to kill anyone that enters on the level, it is unknown why they do that.

### TPO-001

TPO-001 (TPO= The Pool Ones) is a base created by The Pool Ones it was created to help with the exploration of the level.

## Entrances and Exits

### Entrances

Touch water in Level 66 to enter here.

No-clipping into the pool's floor in Level 48 will send you here.

No-clipping in a neon light in Level 0 will send you here.

Finding a neon cave in Level 107 will send you here.

### Exits

Opening a door with the sign of "EXIT" will send you to Level 68.

Touching an arcade machine will send you to Level 59.1.
Level 41

### 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.

**Level 41**

**Survival Difficulty: Class 2e - Environmental**
**》Unsafe**
**》Secure**
**》Non-Entity Hazards**
## Description

This level resembles an extremely long hallway full of paintings which if touched, lead to other levels in different "rooms," such as: The Backrooms, The Alephrooms, The Googleplexrooms, The Corerooms, The Nostalgiarooms, and The ERooms. The Frontrooms is interestingly absent, along with multiple levels from some of the universes mentioned. Any negative, enigmatic, or sub levels are not included in addition to the aforementioned things that do not show in any paintings at all. There is a wooden roof with lights along the side which have more wood, but with solid black paint surrounded by some white concrete. The paintings appear to have some kind of odd glow emitting from them, but why is unknown. The floor is also wooden and there are white concrete walls with brown painted lines along the bottom. Each painting has a frame which is made out of pure, solid, gold. In this level it is also impossible to noclip, so the only exits will be mentioned soon. The lights on the ceiling look like eyes in the dark watching, but only some do and most look-like regular lights. This may be an illusion, or it could be something much more like a new entity perhaps? More research will be conducted in the future, but it is difficult because you cannot make a mess or destroy anything and why will be discussed later. The paintings sizes are seemingly random, but all the paintings always look like squares or rectangles. Also, the distances are seemingly random between paintings, but they always are less than about 5 feet away. The frames are also seeming random because the gold can be dirtier or cleaner, why or how this happens is not known, but it may have to do with how safe the levels are, but this theory has been contradicted and has multiple holes in it so for now we are saying that it is either: A. Random, or B. Based on age. Both are plausible and if B is wrong then A. will be chosen. If A. is wrong then B. will be chosen as a plausible theory, if both are wrong then we are not sure, but research in attempting to prove or disprove theory B. are being conducted. The floor is seemingly a bit low with friction, so you may slip but not very often, only a little usually whist running. Walking is most likely safe since the only injuries occurred during people rushing, so take it slow or you will slip and possibly be harmed. It seems like this level is almost alive in a sense where it hates to be messy or to be harmed. It is very odd. The Level will punish you and how will be mentioned later.

## Bases and Outposts

This place would make a good area for bases/outposts, but there are not any supplies, and the paintings are one way so you can't return once you touch them.

## Entrances and Exits

### Exits

* Touch the paintings to be sent to the levels that they show. (Exceptions have been mentioned previously.)
* Make a mess or destroy anything in this level to be sent to Punishment.
Level 101

[[{{{1}}}]]

A neverending clutter of taped installations is what **Level 101** stands for. Its indefinite landscape comprises anything but order — its utterly unruly means of foremost edification and deployment make navigation virtually unhappenable, so do they amend survival. Its whatnesses furthermore transmogrify a definitive affiliation or embedment with its host; the monotonous dreamscape it delineates defies that which must upfront be traversed to reach its confines primordially.

Exteriorly, the site is stained with the darkest of black shades, able to absorb and swallow any ray traversing its dephts — its unproficiency to be tactilized by use of anything not metanatural defines the amplitude of the pitch darkness prevailing there. Certain interstices signaled by use of ghastly, crimson red exit signs admit access to it; the doors of alloyed metallic chemicals disaggregating that extern and that intern invariably bear locks with them foreminded to beshield the visitors. Those who dare transcending the frontier of the explored and misheed all advisory warnings will actuate a destiny sorrowful, though perpetually unascertained.

The reasons for the bare extancy of this absurd stretch of land are anomalist by themselves, so is every other interrogation **Level 101** raises. It manifestly rebels against its own host, the place it is adept to call "home"; yet somewhy, nothing is done against it. Some elucidate the place as a malfunction in the disorderly, omnipotent complex — others as a renowned exception. May there not be an explication for whatever this land shall resemble or signify, it would anywise not modify this level. Like anything different in the end, it is a mere unchanging module for what you regard as "The Middlerooms" — like humans, its extancy is inconsequential in the whole.

Well, that was an article.

Yeah, certainly.

**Author: ntdll**

If you haven't grasped it, the style of writing is heavily inspired by that of Level 922 over on the Backrooms Wiki.
Level 13

**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 4**
**》Unsafe**
**》Unsecure**
**》High Entity Count**
**Level 13 "Foggy Mountains"**

## **Description**

   Level 13 resembles giant mountains in an infinite land scape with a stone floor and abandoned cabins. There is high fog everywhere and the mountains are difficult to climb. There are some cabins that are wrecked with holes in them. The cabins have groups of Flesh eyes in all of them, so watch out for them. They have carboard boxes in the cabins. Next to the boxes there is Liquid Cardboard in buckets all over the place, which you should throw at the Flesh eyes to blind them.

## **Entities**

There are groups of Flesh eyes in all of the cabins.

## **Entrances and Exits**

### Entrances

* Opening a cardboard box in Level 8 will send you here.
* Touching the mold with your hands in Level 12 (Middlerooms) has a 40% chance of sending you here, or it might knock you out for an hour.
* If a box has an image of static in it then touching the image will send you to Level 21.
* In Level 11 (Middlerooms), Breathing in large gulps of air in the vents will cause you to hallucinate, but if you stop you will be fine. Continuing will send you here.
* No-clip through the pavement in Level 25 (Middlerooms) to be sent here.

### Exits

* No-clipping through a mountain will send you to Level 9.
* Touch a grey brick in one of the cabins to end up in Level 14.
* If you find a rainbow light in the distance, then touching it will send you to Level 15.
* If you find a cave in the mountains, entering it will send you to Level 16.
* Crush any part of the mountains to be sent to Level 29 (Middlerooms).
* Noclip through a cabin to go to Level 95.1.
Miraculous du Chien

Le **Miraculous du Chien** est un collier qui, chaque fois que Barkk l'habite, transforme le porteur en un super-héros sur le thème du chien avec le pouvoir de l'**Adoration**. Il est stocké dans la Miracle Box Chinoise.

## Apparence

En général, le Miraculous du Chien est un collier. Dans son mode chargé, quand Barkk l'habite, c'est un collier noir à bout ouvert. Les extrémités des bords ont la forme de têtes de chien grises, avec deux objets arrondis brun clair ressemblant à des perles à côté de chacun. À l'avant des bijoux, il y a cinq objets en forme de perles marron clair plus gros. Si un mineur utilise le Miraculous, le collier commence à manquer de puissance, il émet un bip et les objets en forme de perles commencent à se décolorer un par un pour indiquer combien de temps (une perle équivaut à une minute) il reste au détenteur avant de se détransformer.

Dans son mode camouflage, le collier change de couleur et de forme en fonction de la possession :

* Lorsqu'il était porté par Gabriel Agreste, le collier était en argent.
* Lorsqu'il était porté par Alix Kubdel, le collier était en argent clair.
* Lorsqu'il était porté par Félix Fathom, le collier était marron.
* Lorsqu'il était porté par Sabrina Raincomprix, le collier était orange métallisé.
* En possession de Sami, le collier est en rouge.

Dans son ancienne forme d'anneau reforgé, il avait une bande épaisse avec une surface circulaire, semblable au Miraculous du Chat, et à l'intérieur se trouve le symbole du Miraculous du Chien qui brille au caramel. Il se trouvait sur l'annulaire de la main gauche de Monarque.

## Capacités

Le Miraculous du Chien a la capacité de transformer son porteur en un super-héros sur le thème du chien, lui conférant des pouvoirs incroyables de vitesse, d'endurance, d'agilité, d'endurance et de force.

Son arme spéciale est une balle incassable , qui peut être utilisée à la fois comme une arme et un objet pouvant être utilisé pour respirer sous l'eau. Son super pouvoir spéciale est Rapporte, qui donne à l'utilisateur la possibilité d'aller chercher et de retourner n'importe quel objet arbitraire qui a été touché par le ballon afin d'obtenir son but, comme vaincre un méchant. Tant que le super pouvoir n'est pas utilisé, le porteur peut rester transformé indéfiniment. Cependant, dès que le super pouvoir est utilisée, le porteur perd de la puissance et la transformation s'estompe en cinq minutes. Le collier a également la capacité de donner au porteur le costume qu'il désire vraiment.

## Anecdotes

* Les chiens symbolisent la loyauté et l'amitié.
* Parfois, un collier est également appelé collier de chien, ce qui convient car Barkk est le kwami ​​de l'adoration et un chien portant un collier signifie qu'il a une maison ou un propriétaire.
Level 7

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**
## Description

Level 7 also known as "Computer Nightmare" resembles a house, which seems to be completely abandoned, the Level has a lot of old computers most of them don't work anymore and the house is very large and has many types of rooms like bedroom, kitchens, bathrooms, all of them have computers in it, the house is very dirty as if it has been cleaned in years though some are more clean than the other rooms. The Level also has a basement, attic and a second floor, all of them with computers like the other rooms, the Level has multiple doors which most of the time send you to another room of the house though some send to special areas of the Level. The computers here can work and they work like an old computer although they don't have any useful use. The house has many floors, in total 10 floors and they are different zones of the house, but they are cleaner and aren't that abandoned anymore, the computers appear more commonly the higher you go, once you go upstairs in floor 10, it will send you to highest point of the house.

The Basement in this Level is pretty dark, and it has less computers than the other zones, this zone is way more dangerous as more entities are here due to the darkness that is in this level, the basement is very big, and it mostly has crates, TVs, radios, some fridges and more objects. The Attic is pretty much the same as the basement with the difference that it is even more dark, very claustrophobic, has less objects and it is dirtier and more abandoned.

### The Outside

The Outside resembles a hot forest, with trees, plants, and flowers. You can enter the outside by opening a door that leads here, the outside has been explored by multiple wanderers and it has been discovered that the outside is infinite and there is a murage of a city but then someone comes closer the city gets farther and farther every time you get more closer and there are more illusions similar to the aforementioned one.

## Entities

You can find Screechers, and Flesh Eyes in this level.

## Objects

You can find sometimes objects like: Almond Milk, some Chocolate Bars and Empty Cans.

## Colonies and Outposts

### The Computers Experts

Peaceful

* Explore the Level
* Trades computers for other objects.
* Has 5 members.
* Was established in 2006

## Entrances and Exits

### Entrances

* No-clipping into a computer in Level 6 will send you here.
* Destroying a computer in Level 28 will send you here.
* Entering in an abandoned house in Level 19's outside will send you here.

### Exits

* Destroying any computer will send you to Punishment.
* Using a computer has a chance of sending you to any Level.
* Entering into a cave will send you to Level 29.
* Noclip through the attic roof to go to Level 95.1.

« Level 6 | Level 7 | Level 8 »
Level 29

**Notice:** This page is easier to read on dark mode.

**Survival Difficulty: Class Deadzone**
**》Numerous Hazards**
**》Strictly Uninhabitable**
**》Presence of Lethal Entities**

## Description

    This level resembles a hallway with a circular roof. The floor is a lot of crushed up rock and the corridor is grey. The hands are from Snatchers who live in this level. They lurk in the shadows to kill their next victim. The halls are dark and the only reason it is easy to see the photo is because of flash photography. The halls walls and roof are made from grey stone. There are no other entities besides the Snatchers, if there used to be then they most likely have been wiped out by the Snatchers. The level is difficult to traverse because of the darkness and it is alot of energy for long term stay here. But why would anybody want to do that? Theoretically, somebody **could** survive but resting in this level is not a good idea. It is also difficult to traverse because of the crushed rock on the floor. Under all of it there is just stone. Outside of this level is just solid rock, nothing else, oddly enough this level is actually really stable. The best idea of what to do in this level is to cut the arms in the way of the walls or floor then no-clip so you don't touch them and get strangled by the Snatchers arms.
## Entities

Snatchers are the only entities who exist on this level. They like to hide in the darkness.

## Entrances and Exits

### Entrances

* If under a floor board in Level 22 you find stone, touch it to be sent here.
* Crush any parts of the mountains in Level 13 to be sent here.
* No-clip through the concrete in Level 14 to be sent here.
* No-clip through ruins in Level 37 to be sent here.

### Exits

* No-clip in the dark to be sent to Level 8.
* No-clip through the floor to be sent to Level 25.
* If you wander for long enough a portal will appear in front of you and send you to Level 30.
Level 77

**Survival Difficulty: Class 4e - Environmental**
**》Unsafe**
**》Unsecure**
**》Several Entity and Non-Entity Hazards**
**Level 77** is the 78th level of the Middlerooms.

## Description

**The edge of the level**.

Level 77, known as "Jungle Forest," is a small sized jungle-like forest which stretches a mere 20 miles. The forest consists of many trees and bushes, with some parts of the level deviating into a forest look. A few of the trees are known for stretching up to unfathomable lengths, with the tallest trees being 700 feet (213.36 meters). The level is known for the noises that come into this level. Approximately 12 minutes after entering the level, a wanderer will hearing a low humming sound, followed by loud bangs and trees falling over. Only around 20 trees will fall over, and the chance of being hit is only 4%. Shock can be developed as a result of this.

In addition, some of the bushes within the level have poison which is regularly squirted in random directions. The poison can be deadly, as it can cause disorientation and can be extremely painful. The only way to cure this is to drink half a gallon of Almond Milk, which cannot be found in Level 77. The poison has a fatality rate of 10%. Since the spray of poison is random, not getting hit by it is solely based on luck.

The danger of Weeders cannot be overstated.

## Entities

Weeders are the only entities that reside in this level.

## Colonies and Outposts

Due to the isolating nature of the level, colonies and outposts cannot be formed.

## Audio Log

* First Log

<BEGINNING>
**James**: Hello? Can anyone hear me?

**Benjamin**: Hello.

**James**: I am currently in this unknown level.

**Benjamin**: Describe it please.

**James**: It seems to be a forest of some sorts. I mea-

(Crashing tree noise)

**Benjamin**: Well that was short.

<END>
* Second Log

<BEGINNING>
**Peter**: Hello?

**Benjamin**: Oh Hey.

**Peter**: I am currently stuck in this level that looks like a forest.

**Benjamin**: Not again...

**Peter**: Anyway, I have walked over 19 miles. I wonder how long it could be.

**Benjamin**: Could be infinite for all I know.

(5 minutes of silence)

**Benjamin**: What is your status?
**Peter**: I found this little stone path. This might be the exit!

**Benjamin**: Go through it.

**Peter**: About to go through. Wait, what is this little green thing?

(jumbled noises)

**Benjamin**: I've had enough of this.

<END>

## Entrances and Exits

### Entrances

* Finding a Jungle leaf in Level 21 will send you here.
* Touching a leaf on Level 76 will send you here.
* Several factors on Level 85 will take you here.
* Dreaming about forests in unknown levels may take you here.

### Exits

* Walking through the path near the edge of the level will send you to a random level.
* Tripping over a glitched bush will bring you to Level 6.
* Locating a withered site will lead you to Level 100.