recursal/Fanatic-Fandom huggingface dataset:
Episode 21: Regunal Family

## Parents

* Louis (b. February 11, 1986) (father)
* Josephine (b. November 25, 1990) (mother)

## Children

* Louis (b. March 15, 2017) (quadruplet son and quadruplet brother to Dana, Kate, and Finn)
* Dana (b. March 15, 2017) (quadruplet daughter and quadruplet sister to Louis, Kate, and Finn)
* Kate (b. March 15, 2017) (quadruplet daughter and quadruplet sister to Louis, Dana, and Finn)
* Finn (b. March 15, 2017) (quadruplet son and quadruplet brother to Louis, Dana, and Kate)
* Nigel (b. March 5, 2018) (son)
* Cecily (b. March 14, 2019) (daughter)
* Janet (b. November 22, 2020) (twin daughter and twin sister to Julia)
* Julia (b. November 22, 2020) (twin daughter and twin sister to Janet)
Backrooms: Mastodonic Database Wiki

**Welcome to the Backrooms: Mastodonic Database Wiki!**
how I see 'the backrooms'

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Level 56

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Unsecure
»⠀Devoid of Entities
 **Level 56** is the 57th level of the Backrooms.

## Description

An image of **Level 56**.

**Level 56** is a large facility that houses chairs, desks and lamps. The main feature of **Level 56** is it's abundance of computers, all blanked onto the standard blue screen. However, the screens cannot be altered. This is because of the mice and keyboards do not contribute to the screens, and a lack of response from the computers.

The walls and ceiling of **Level 56** seem to be a white concrete, with stable lights on the top featured in an organized matter. Doors within the level ~~don't~~ do not exist, however they appear as an open space with a darker outline, signifying where it should be. The floors are tiled, having also being placed in an organized manner. There also may be darker tiles, however it is advised to not step on them, due to them being a mimic, and snapping your foot off.

Wanderers cannot make contact in this level whatsoever, however it is unknown if this is an anomalous property, or because of the level's extensive size. This also means that no camps can be established.

## Colonies and Outposts

Colonies and outposts are infeasible due to the isolation properties.

## Entrances and Exits

### Entrances

Entering an office building in Level 11 may take you here.

### Exits

* Entering a room with an abundance of windows will immediately transport one to Level 4.
* Finding a dark hallway and walking through it will take one to Level 256.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Picklez, Lancelot Chen

Original Page: Wikidot, Fandom

Images: Unknown.

« Level 55 | Level 56 | Level 57 »
Level 16

3
3

**Survival Difficulty: Class 3**
»⠀Unsafe
»⠀Unsecure
»⠀Low Entity Count

**Level 16** is the 17th level of the Backrooms.

## Description

The first recorded image of Level 16.

**Level 16** appears to be an infinite, abandoned mental asylum. From what the design of **Level 16** entails, it appears that the level was "built" in the 2000's. However, there has been evidence that wanderers have knew about the existence of **Level 16** all the way back to the year 1695.

Walls in **Level 16** appear to be white, although some walls will appear to be blue. In addition, some walls will be both blue and white, and may change color randomly when one looks away, typically without notice. Walls will also contain some form of decoration, such as crosses.

Lockers can be found in the hallways of **Level 16**, which usually contain hospital equipment. However, it is also possible to get Almond Water from a locker. Hospital beds will also block off some doors of **Level 16**, rendering some areas inaccessible.

Break Rooms and Receptionists can be found in **Level 16**, usually behind doors. While these doors are blocked by hospital beds, these types of hospital beds can easily be moved. Each of these aforementioned rooms contain free, running Wi-Fi. The name of the Wi-Fi network is called "AsylumGuest", and the password is known as "166166161661", mimicking the level's number.

## Entrances and Exits

### Entrances

* Going into a medical door in Level 14 leads here.
* If one walks too far down the hallways in Level 15, they will be brought here.

### Exits

Entering a door labelled "CRUISE" will lead to Level 17.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: DrBobtail, NightmareFreedybear, Nautilus98

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 15 | Level 16 | Level 17 »
Level 31

4
4

**Survival Difficulty: Class 4**
»⠀Unsafe
»⠀Unsecure
»⠀Medium Entity Count

**Level 31** is the 32nd level of the Backrooms.

## Description

An image of Level 31.

**Level 31** has the physical appearance of a run-down suburban town at night. The sky, in addition to all light sources within the level, glow a bright red.

The level's physical environment is inconsistent, as the streets and buildings seem to shift and change form constantly with very few constant landmarks. The buildings within **Level 31** typically resemble normal small houses, but can sometimes appear as larger houses, small convenience stores, and apartment complexes.

In addition, physical landmarks such as signage, phone booths, benches, and mailboxes can appear. On rare occasion, an empty car or van will slowly drive down the streets. The streets are covered in graffiti and trash.

All living things within this place become entirely 'blacked out', resembling silhouettes. This applies to both wanderers and the Entities which are native to **Level 31**. This process does not seem to cause any harm or have any impact on one's faculties, but can still be a hindrance to determining if someone you see is a threat or not. This aspect of **Level 31** seemingly does not fully apply to the beings found within the level, as some elements of their bodies are visibly red.

A long, snowy street, full of parked cars.

Remaining inside of a building for more than an hour will gradually cause the building to 'deteriorate'. At first, strange noises will begin to emanate from other areas within the building. Then small amounts of damage will take place, like windows beginning to inexplicably crack, or the hinges of cabinets coming loose.

After this, more substantial damage will take place, like floors breaking and caving in, or the hinges of locks and doors rusting away. The utilities of the house will begin to lose their function, and the building will either become far too hot or far too cold. Beyond this point, the house will simply begin to collapse.

This level seems to have a moon, which has been observed to sometimes "blink". For brief moments, very rarely, the level will be entirely engulfed in darkness. During this time, the physical layout of **Level 31** and the locations of entities will randomly change.

## Colonies and Outposts

There are no known colonies or outposts on this level.

## Entrances and Exits

### Entrances

Entering a red house in Level 9 will lead to one of the many houses in this level.

### Exits

Travelling over 20 miles in any direction will lead to you entering back into Level 9.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, MaxCommonXD, 1000dumplings

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 30 | Level 31 | Level 32 »
Level 3

3
3

**Survival Difficulty: Class 3**
»⠀Unsafe
»⠀Unsecure
»⠀Low Entity Count

**Level 3** is the 4th level of the Backrooms.

## Description

A hallway down Level 3.

**Level 3** is a large electrical station, with brick walls, machinery found frequently, pipes running on the ceiling and dim lights. Unlike Level 2, **Level 3** is very stable, showing that it was newly constructed, serving as a powerhouse for the Backrooms.

**Level 3** is very large, being estimated at about 350 million square miles (563 million square kilometers). This size makes it difficult to meet other wanderers, but not impossible. Due to this, it is recommended to scavenge for your own resources.

Metallic bars can also be found in **Level 3,** serving no known purpose. Attempts to break through these have all failed, and they seem to be an unbreakable barrier. In many cases, windows lie beyond the bars. Whether or not these particular windows offer any form of exit or anomaly is unknown, as the majority of them are inaccessible, rarely being found anywhere else in the level.

**+ Open Addendum (16/02/1989)**

**- Close Addendum**

Construction on **Level 3** is nearly done. The old level seemed to finally collapse, so the slot has been moved from 341 to 3. The level should open up in early 1990, although entities keep finding their way inside.

## Colonies and Outposts

### M.E.G. Base Gamma

* The third main base of the M.E.G.
* Has about 125,000 members.
* Friendly and open to trade.

## Entrances and Exits

### Entrances

Entering a glowing door in Level 2 may take you here.

### Exits

Going into an elevator may transport you to Level 4.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Natedagreat563, Sylas, Generic3

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 2 | Level 3 | Level 4 »
Level 33

↝
↝

**Survival Difficulty: Class Variable**
»⠀Varying Safety
»⠀Unsecure
»⠀Diverse Entity Count

**Level 33** is the 34th level of the Backrooms.

## Description

A picture of **Level 33**.

**Level 33** is an extensive mall complex resembling a neon mall from the 1980s. The mall is spread across thousands of miles, with the mall getting darker and more deteriorated the further you go. The most critical areas — named blocks — are lettered from A to Z, after which the block system will use numbers instead.

Inside these secured blocks, entities have been eradicated by humans, leading to the establishment of the "Entity Exclusion Zone" that was inside the block system. You will find many stores spread out across the mall. These stores are littered with supplies and gear. The mall has two completely identical floors and houses lines of stores.

The air conditioners around the place made no noise but provided a breeze. A constant breeze blows through the air of **Level 33**, causing temperatures to fluctuate; there is no warmth at all. The speakers release soothing music, yet the space is utterly silent, isolating the place for all time.

The mall hallway in **Level 33** is endlessly wide, with retail stores on each side. The halls themselves twist and curve at random, occasionally forming ineffective loops and curls. However, some stores have a mini-map of their current location for simple navigation. The hallway may have an intersection that leads to another hallway. Doorways within the hallway can also lead to another hallway, or they may simply be a shortcut.

The more recent observations of **Level 33** have yielded results. The further blocks of the level have been observed to be covered in snow on certain days. It is unknown where the snow comes from, but it is hazardous due to the large entity groups surrounding it and the below-freezing temperatures inside the blocks coated in snow.

## Entrances and Exits

### Entrances

Many people report coming here randomly by entering a blue shaded door in Level 13.

### Exits

If you enter an elevator and press any button, you will be sent to Level 22.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, MaxCommonXD, Twhalliiiii

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 0 | Level 33 | Level 2 »
Level 5

Class: 2

Unsafe

Stable

Entities: Low

Level 5 is the 6th level of the backrooms. This level features claustrophobic, cramped brick walls. This would give one a fear of both **Touvlophobia** and maybe even **Claustrophobia**.

Upon having **Touvlophobia** you might find **Level 5** a lot harder and scarier.

## How to exit

There is 1 currently known method of exiting **Level 5**

• Noclipping through blue bricks may transport one to Level 6. Otherwise might send one to Level 3 where you will have to build a brick wall again.
Entity 003

**Entity Hazard: Class 4**

**》Entity Number: 3**

**》Habitat: Majority**
## Description

A close-up of a Smiler.

**Smilers** are treacherous entities that roam most of the levels within the Backrooms. The only distinguishable and confirmed features of **Smilers** are their beady eyes and the enormous grins carved across their faces — the only things which reflect light, allowing it to be seen.

## Behaviors

**Smilers** act as predators from The Frontrooms, stalking it's prey, and then leaping at them and eating it's meal. These entities are very hostile, and you should not be exposed in their vision.

## Biology

An image of a Primordial Smiler in Level 8.

## Do's and Don'ts

### Do

* Calmly walk away from them.
* Act fierce, as it will scare the **Smiler** off.

### Don't

Shine a flashlight at one.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, Samir

Original Page: Wikidot, Fandom

Images: Unknown.
Level 18

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Secure
»⠀Low Entity Count
 **Level 18** is the 19th level of the Backrooms.

## Description

A picture of Level 18.

**Level 18** is an expansive complex of colorful hallways and playrooms. The floor of the level is seen as an amass of differently sized and colorful dots and donuts, with consistently placed lighting holding on the top of the level.

The rooms within **Level 18** range greatly, with some rooms being big enough to barely fit one person, and others as large as a stadium.

Upon first entering **Level 18**, the wanderer experiences a wave of nostalgia and happiness, reminiscing about the good times they had in these places. However, the isolation of this level gradually takes hold as each wanderer has their own memories, making it impossible for two wanderers to meet within the same memory.

Additionally, some parts of the level present significant differences in appearance as well as content displayed. Along with these visual changes, different hallucinations can happen depending on the part of **Level 18**. These areas can be seen by the darkened lighting within, and they should be avoided.

It is theorized that **Level 18** is connected to The Party That Never Was, as both levels manifest as playrooms. Level 18 is seen as an earlier version of The Party That Never Was, before the party got abandoned.

## Entrances and Exits

### Entrances

Picking up a toy block in Level 17 will take you here.

### Exits

Walking into a hole within one of the walls will lead to Level 19.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Unknown, 1morro.com, ImKak!

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 17 | Level 18 | Level 19 »
Entity 002

**Entity Hazard: Class 3**

**》Entity Number: 2**

**》Habitat: Majority**
## Description

A window found within Level 9.

**Windows** are entities that, suggested by the name, take the appearance of a standard window like those from Reality. They almost always have a black, humanoid figure inside, targeting victims unaware of their presence.

## Behaviors

**Windows** will lure their victims in by giving them whispers, intriguing the wanderer to follow them. Once close enough, the Window's figure will grab them and bring them to Level 1.5, which seems to be the base of the **Windows**.

## Biology

**Windows** can come in different shapes and sizes, however they will all mimic the standard window.

## Discovery

It is unknown how the Windows were first discovered, however a note from 1968 was found in Level 4 talking about "false windows", intriguing the presence of them.

## Do's and Don'ts

### Do

* Try to ignore the whispers.
* If you are too close, calmly walk away from it.

### Don't

* Run away from the **Window**.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, MoonlightSerenity

Original Page: Wikidot, Fandom

Images: Unknown.
Level 27

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Secure
»⠀Undetermined Entity Count

**Level 27** is the 28th level of the Backrooms.

## Description

The first known image of Level 27.

**Level 27** is an expansive complex of wooden rooms and doors, with each door leading to a unique, randomly generated room. This level also holds an isolation property, with no two wanderers ever having recorded contact.
Enigmatic Level List

Enigmatic Levels

Enigmatic Levels of the Backrooms are very different from regular levels, as they have no number and have warped properties. Enigmatic Levels also have a much more liminal feel to them, dispensing horror and nostalgia at the same time. They also vary much more, from hubs to dead parties. Welcome to the Mastodonic Database.
**Rules and Guides****Levels****Entities****Objects****Groups****Canons****Tales****Theories**

## List of Enigmatic Levels

* A Lost World
* The Beginning
* Crimson Familiarity
* The Electroscape
* The End
* Expanse
* The Eye of God
* Heaven
* The Hub
* Level 9007199254740992
* Oxygen Ocean
* The Party That Never Was
* Run For Your Life!
Level 69

?
?

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

**Level 69** is the 70th level of the Backrooms.

## Description

An image of **Level 69**.

**Level 69** is a large, interconnected network of asphalt roads and highways. The coordination of these roads vary, as it is typical for them to be very compact and even clipping into each other in some areas, while other times they may be too spread apart to even locate. The roads within the level usually measure about 150 kilometers before abruptly stopping at a dead end or joining up with another road.

The sky of the level is a cloudy, dark night, holding no moon or celestial light within the clouds. The only light source of **Level 69** is the lampposts ling on the edges of the roads. Almost all clouds within the level cannot be seen, and if they are able to be seen, they will camoflauge very well in the sky.

When somebody enters **Level 69**, they will always spawn in a gray car, resembling a Ford, Honda or Volkswagen. No prior driving experience is needed, as the car will drive on it's own. Still, if the wanderer is under 16 solar years in age, they will be accompanied by a docile Adult Faceling.

## Entrances and Exits

### Entrances

* A bleak white room in Level 3 may instantly teleport you here.
* Foggy roads in Level 11 may also take you here.

### Exits

Driving far enough will take you to Level 11.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, SherlsF

Original Page: Wikidot, Fandom
Images: Unknown.

« Level 68 | Level 69 | Level 70 »
Level 7

3
3

**Survival Difficulty: Class 3**
»⠀Unsafe
»⠀Unsecure
»⠀Low Entity Count

**Level 7** is the 8th level of the Backrooms.

## Description

The expanse of **Level 7**.

**Level 7** is an underwater skyscraper, consisting of about 80 floors. The buildings are mainly concrete construction, being made in modern style, and have some windows. The upper floors of the buildings trap air inside them, allowing habitation. The first 10 floors of the building is completely flooded, the 11th floor is flooded to about knee depth, and any higher floors are completely dry.

**Level 7** is also inhabited by a dangerous species known as the "Skule", usually remaining dormant with only their jaws sticking above the surface until unsuspecting prey swims above them, at which point they will swim up and encircle the disturbance to strip it of flesh. Patches of seafloor covered with odd, toothy protrusions must be avoided at all costs. The Skule are specialized into three types, one with a spade-like lower jaw that strips flesh from the bone, another with a more traditional mouth that tears off chunks of flesh, and a third with a mouthpiece reminiscent of the extinct sawtooth shark which specializes in grinding flesh into bits. Once the flesh is ground into a paste, the Skule then transports the meat underground.

The ocean is apparently infinitely deep, having no surface, but strangely averages a single atmosphere of pressure despite the infinite depth. Above 30 feet (10 meters) from the ocean floor, the pressure stops decreasing and remains constant, nullifying the effects of buoyancy and making swimming above this point impossible. Sometimes whalesong can be heard on **Level 7** despite the level being completely unsurvivable for large aquatic mammals.

## Entrances and Exits

### Entrances

Going up a ladder in Level 6 will bring you here.

### Exits

Entering a reinforced door will take you to Level 8.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, Fandom User, Generic3

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 6 | Level 7 | Level 8 »
Level 24

☄
☄

**Survival Difficulty: Class Astral**
»⠀Cosmic Anomaly
»⠀Spacetime-Altering Properties
»⠀Potential for Celestial Lifeforms

**Level 24** is the 25th level of the Backrooms.

## Description

An image of Level 24.

**Level 24** consists of a space station orbiting a large planet mimicking Reality. The space station is gigantic, being measured at about 100 kilometers wide, yet from the outside it doesn't surpass 100 meters. The station holds many drop pods, which, as suggested by the name, are used to drop out of the station and into the planet below.

The planet itself seems to never shift away from your view, even if you travel billions of light-years away. This gives explorers easy access to getting down onto the planet. This gives wanderers easy access to exits throughout the level.

Outer space itself within **Level 24** consists of an empty, black void, much similar to the Oxygen Ocean. It is also noted that travelling too far into this void also leads to the Oxygen Ocean, with theories stating that they are connected. However, this has been debunked multiple times.

## Colonies and Outposts

### Space Invaders

* Holds about 900 members.
* Located on the space station.
* Friendly and open to trade.

## Entrances and Exits

### Entrances

* Entering an airlock in Level 22 will lead here.

### Exits

* Going into a drop pod will drop you in Level 11.
* Playing an arcade machine will make you enter Level 25.
* Going too far into space leads to the Oxygen Ocean.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: 1000dumplings, ShadowofProphet

Original Page: Wikidot, Fandom

Images: Unknown.

« Level 23 | Level 24 | Level 25 »
The Hub

0
0

**Survival Difficulty: Class 0**
»⠀Safe
»⠀Secure
»⠀Devoid of Entities

**The Hub** is an enigmatic level of the Backrooms.

## Description

An image of The Hub.

**The Hub** is a metropolitan tunnel with concrete walls and fluorescent lights, along with illuminated signs attached to the tunnel's walls and ceiling. Air in **The Hub** constantly flows in a singular direction that emits a faint smell of Almond. The ends of **The Hub** connect with each other, despite the tunnel being completely straight.

Vault Doors can be found distributed at the sides of the walls at a specific distance, with a number assigned from 0 to 9223372036854775807 being painted on top of each door frame. The first 9 doors are opened automatically, while the other doors are locked. The locked doors need a key to be entered.

**The Hub** harbors an effect in which all entities that wander upon this level quickly disintegrate into dust. The dust that comes out of an entity flows through the tunnel in the same direction as its wind, before dissipating into the ground and solidifying.

## Entrances and Exits

### Entrances

Entering can be done by entering a pair of metal doors in Level 1.

### Exits

Going through a door with any number on it will take you to said level.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, Mctoran, Knafflad

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.
Level 17

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Secure
»⠀Minimal Entity Count

## Description

A picture of Level 17.

**Level 17** appears to be the interior of an abandoned cargo ship, spanning hundreds of thousands of square kilometers, with a good majority of the level being composed of corridors and stairwells. Occasionally, one may come across a flooded hallway/room. Remaining in this flooded area for a long period of time will eventually transport you to Level 7.

**Level 17** is mostly devoid of entities, having only a single entity exclusive to it. These entities, known as **Imprints**, are doppelgangers of past wanderers who have explored **Level 17**. While not physically dangerous, looking at an **Imprint** will cause great amounts of distress for unknown reasons. This effect is amplified when looking one of these entities in the eyes, typically resulting in the wanderer falling unconscious for three (3) to four (4) hours, and in extreme cases can lead to brain death.

Multiple doorways can be found on both sides of the corridors which lead to small cabins. Despite seeming ordinary, they have an anomalous property where if one makes a mess within the cabin and leaves, the cabin will automatically organize and clean itself to like a wanderer has never been there before.

Every once in a while, one may come across a cabin with essential items, including but not limited to: Almond Water, Moth Jelly, etc. These are identified apart from regular cabins by their more luxurious interior, and the additional ability to restore one's sanity within the cabin. If you decide to head up several flight of stairs in this part, you will eventually end up on the upper floors.

If you were to head up even higher, you will end up in the level's navigation bridge. It appears just like a navigational bridge would in a real-life cargo ship; however, all the mechanics and control panels appear to not function or "turned off"; therefore, you're unable to interact with them. Having said that, you are able to interact with the level's steering wheel; turning the wheel will cause the ship to "turn" in accordance with the wheel. However, it turns out that the windows in the navigational deck are mimicking the movement of a ship whenever one turns the wheel; the ship itself doesn't move at all.

Additionally, the ship's ECDIS suggests that the level is located in the middle of a supposedly endless ocean. Other items that can be found here include an abundance of Almond Water bottles that restock every 2 days, non-functional computers, maps of Reality, radio equipment, and server boxes.

## Entrances and Exits

### Entrances

Entering a door labelled "CRUISE" in Level 16 will lead here.

### Exits

Picking up a toy block will transport you to Level 18.
Level 9

4
4

**Survival Difficulty: Class 4**
»⠀Unsafe
»⠀Unsecure
»⠀Medium Entity Count

**Level 9** is the 10th level of the Backrooms.

## Description

A house within Level 9.

**Level 9** is an expansive suburban complex stuck at midnight. The level is coated in a thick layer of fog, making it difficult to see. Interestingly, cameras can see a lot further into the fog than the human eye, making them useful for traveling the level.

Transportation is further impeded by the state of the level's infrastructure; its streets and sidewalks are often derelict and broken into small chunks, exposing the barren soil beneath, often spouting moss and weeds. Some areas of **Level 9** may be devoid of pavement or set footpaths entirely, with one's only option being to trod through its mud-caked soil.

Although remnants of automobiles are present intermittently throughout the derelict streets of **Level 9**, they are consistently in a state of advanced disrepair, being broken-down, deteriorated, and rusting with age.

The streets of **Level 9** are the more dangerous area of the level. The wet asphalt roads are unpainted and are covered with leaves in some areas. The puddles in some spots of the roads indicate that the level had once rained before. The stone sidewalks are normal and don't seem to have any anomalous oddities. The street lamps are usually powered off, and are inactive, although some flicker off and on and are sometimes even powered. It is unknown where the power originates.

## Colonies and Outposts

Only small camps have been founded in the level, living in houses.

## Entrances and Exits

### Entrances

Running "NOTDONEYET.EXE" in The End will take you here.

### Exits

* Following the arrows in the streets will eventually take you to Level 11.
* Going into a wheat patch will teleport you into Level 10.
* Walking into a crimson field may take you to Level 9.1.
* Entering a red house has a low chance of taking you to Level 9.2.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, OGominho, BanachTarskiPdx

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« The End | Level 9 | Level 10 »
Level 10

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Secure
»⠀Minimal Entity Count

**Level 10** is the 11th level of the Backrooms.

## Description

The first image of Level 10.

Level 10 is an expanse of wheat fields spanning in all directions. The sky within the level is cloudy, showing little to no clearness. The wheat itself is made up of starch, proteins, and cell wall polysaccharides, much like the wheat from reality.

Sometimes, puddles of Almond Water can spawn within **Level 10**. This water is safe to drink, although bacteria may be found within it. However, the bacteria is not very dangerous to the human body.

If one travels 10,000 km (6210 mi) away from the spawn location, the level will become intensely foggy, having visibility only up to 7.5 meters (24.6 feet) away from you. This can cause some problems in settlement, as the fog can make it hard to spot entities.

## Anomalies

### The Border

**The Border of Level 10**, or simply **The Border**, is a metal fence about 1.5m (5 ft) in height, with a property that allows nobody to pass through the fence. The fence is also indestructible, meaning no amount of explosives can take down the fence. It is located about 200,000 km from spawn.

An image of Level 10 taken close to the border.

### Storms

**Storms** are generally rare, but hazardous. They typically are viewed as regular storms from reality, however, they drop Almond Water instead of normal rain. The water is safe and more reliable to drink. Despite this, **Storms** are very hazardous, and may tear crops and bodies apart at full force.

## Colonies and Outposts

### Wheat Farmers

* A group of 60 people farming the wheat of **Level 10** for food.
* Friendly.
* Open to trade.

## Entrances and Exits

### Entrances

Going into a wheat patch in Level 9 will take you here.

### Exits

Traveling towards the cityscape will bring you to Level 11.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Egglord, Scutoid, Generic3

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 9 | Level 10 | Level 11 »
Level 6

?
?

**Survival Difficulty: Class Pending**
»⠀Safety Undetermined
»⠀Unsecured
»⠀Presence of Entities Undetermined

**Level 6** is the 7th level of the Backrooms.

## Description

A sonar image of **Level 6**.

**Level 6** is an expanse of machinery rooms, within complete darkness and catwalks connecting each room. The level seems to be made out of mainly concrete, bricks and steel. However, it is unconfirmed.

Navigating **Level 6** is extremely difficult, as the entire level is shrouded in darkness. Additionally, no light source works, including flashlights and lamps. The only way to see is by using special scanners, such as lidar and sonar.

Along with being very dark, **Level 6** is freezing, having temperatures at about -12°C (10.4°F). This is because it is the cooling section of the Backrooms, while Level 3 generates power. It is recommended to bring extra clothing when traversing the level.

**Level 6** is largely known as one of the most dangerous levels in The Main Nine. However, investigations have shown that as of the moment, no entities have been confirmed on this level. Despite this, few people seem to leave **Level 6**. This may be due to environmental hazards.

Another image of **Level 6**.

Although Level 6 is cloaked in darkness, light switches and lanterns can be found throughout the level. It is highly recommended not to interact with them, however.

## Colonies and Outposts

None can be established due to the darkness of the level.

## Entrances and Exits

### Entrances

* Walking too far into the Boiler Room of Level 5 will cause you to no-clip here.

### Exits

* Turning around at the entry point and walking will cause you to encounter a metal door leading to Level 5.
* Going up a ladder will take you to the 11th floor of Level 7.
* Accidentally tripping will cause you to fall and no-clip into Level 61.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, Fandom User, Knafflad

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 5 | Level 6 | Level 7 »
The End

?
?

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

**The End** is an enigmatic level of the Backrooms.

## Description

The first known photo of **The End**.

**The End** has an illusive appearance: an infinite, yellow and disorienting library from the 2000's. The level does have a center point, in which there will be two signs composed of metal letters spelling "THE END" and "THE END is NEaR".

On the desk lies an old, 1990's computer with a note on it. The note is unintelligible, as it is made up of gibberish. When turned on, the computer will read: WELCOME TO THE END. YOU MADE IT. There are an abundance of files on the computer, but most of them don't work.

The lighting in **The End** is inconsistent, much like Level 0's. They flicker at random intervals, and can sometimes even go out. When the lights go out, you must hide, as there are hands coming out of the floor and ceiling trying to grab you.

## Entrances and Exits

### Entrances

Entering can usually be done by walking into a door labelled "THE END" in any level.

### Exits

* *You can go further.*
* *You can go further.*
* *You can go further.*
* *You can go further.*
* *You can go further.*
* *You can go further.*
* *You can go further.*
* *You can go further.*
* *On the computer, there is a file named "NOTDONEYET.EXE". If you run it, you can go further.*
* ***You can go further.***

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, Samir

Original Page: Wikidot, Fandom

Images: Unknown.

« Level 8 | The End | Level 9 »
Level 1

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Secure
»⠀Minimal Entity Count

**Level 1** is the 2nd level of the Backrooms.

## Description

A photo of Level 1.

**Level 1** is an infinite expanse of randomly segmented rooms, painted in a bleak yellow. The level is similar to Level 0, however, unlike the previous level, the walls are made of concrete, the floors and ceiling are tiled, and the lighting is much more stable.

Many areas of **Level 1** have odd or out-of-place flooring choices, with examples such as grass, sand, and/or pavement; occasional puddles may also be found, thought to come from a low-hanging fog coalescing into condensation.

These often change and disappear when not in a direct line of sight or when unlit. Crates and boxes containing odd or useless items can sometimes appear and disappear randomly, very rarely holding valuable objects such as Almond Water. The crates should be approached with caution due to their contents, but are a valuable resource when traversing the level.

An empty room within Level 1.

In addition, crude paintings and drawings with no apparent origin or meaning appear on the walls and floors. They are known to change in appearance and disappear when not in a direct line of sight or when unlit. The light fixtures within **Level 1** are prone to flicker and fail at inconsistent intervals.

When this occurs, supplies are liable to vanish inexplicably and hostile entities may appear unexpectedly. These entities rarely attack in groups and tend to avoid light and large gatherings of people. It is advised to carry a reliable light source and sleep holding whatever items you do not wish to lose.

## Colonies and Outposts

### M.E.G. Base Alpha

* The main base of the M.E.G.
* Has at least 350,000 members.
* Friendly and open to trade.

## Entrances and Exits

### Entrances

Going through a fire exit in Level 0 may bring you here.

### Exits

* Going down a maintenance stairway will bring you to Level 2.
* Entering a pair of metal doors will take you to The Hub.
* No-clipping into a balloon may take you to The Party That Never Was.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: etoisle, Knafflad

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 0 | Level 1 | Level 2 »
Level 36

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Secure
»⠀Minimal Entity Count

**Level 36** is the 37th level of the Backrooms.

## Description

An image of **Level 36**.

**Level 36** consists of a complex of airport terminals, baggage claims, gates and halls. The entire level holds a bleak, white metallic wallpaper and reflective flooring.

Many travelers consider **Level 36** to be a secondary hub of the Backrooms, similar to The Hub, since its exit leads to any outdoor levels, with the designated numbers of the levels increasing as one travels deeper into the terminal.

The waiting room supposedly for the flights have multiple seats lined up; because the flights don't actually exist in **Level 36**, the waiting rooms seem to serve no purpose other than giving off the dismal atmosphere of the terminal. The chairs are generally made of metal or upholstery and appears differently in each space.

The corner's large windows provide a clear view of the airport runway, extending miles of concrete and asphalt. However, the airport's exterior is inaccessible, and thus, any routes towards the outside are unreachable as they're blocked off.

Likewise, the windows neither can't shatter due to unusual features that make it exceedingly strong. The outside is still enigmatic and mostly undocumented—but what can be observed from the inside, outside of the airport's reaches are rolling grassland hills covered in fog. Furthermore, no external roads leading to the airport have been seen, suggesting the airport itself is isolated.

At first glance, the layout of **Level 36** appears simple, with the main corridor connecting various rooms and gates by additional halls, but this corridor can also intersect with one another as the result of the size of the airport. Some spaces have been created in overlapping areas of 2 or more terminal buildings and stacking airport buildings. As a result of the perplexing, erratic and strange architecture, the pathways between buildings may be incompatible, resulting in dead ends and making it difficult to explore into another area any further.

## Entrances and Exits

### Entrances

Entering an airport within Level 11 will lead here.

### Exits

* Going out the front doors will lead back to Level 11.
* Overflowing a sink will lead to Level 37.
* Wandering into a hotel may lead you to Level 188.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, MaxCommonXD

Original Page: Wikidot, Fandom
Images: Unknown.

« Level 35 | Level 36 | Level 37 »
Level 15

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Secure
»⠀Low Entity Count

**Level 15** is the 16th level of the Backrooms.

## Description

A hallway down Level 15.

**Level 15** is a presumably infinite labyrinth of hallways with futuristic architecture, LED Lights, glass doors, and a tiled floor made out of marbles, the walls of the level seems to be built out of a mix of concrete and plaster, giving it a smooth texture.

**Level 15** itself is cold due to the air conditioning present all throughout the Level, and people have reported feeling a breeze coming from under locked doors, despite the Level being cold, it's still bearable and warm clothing is not needed, the cold itself is described "As if its coming from a fan".

Doors in this level are purely made out of glass and metal, a few of them being locked, and others unlocked; behind these doors are small rooms that have unknown machinery on them, but it does include a table, a bunker bed, desks, always sharing that same white palette the walls have. The reason why these rooms cant be seen through the doors is because the lights inside are always shut, but you can easily turn them on.

Rooms within hallways are separated by large stainless steel doors than can be opened with a button on the side of the door, these rooms usually sport machinery inside of them, used to facilitate many of the levels needs and functions, such as air-conditioning, heating, cooling, and electrical needs. These rooms often contrast the rest of the level, with them being more dimly lit and dirty, as well as this they built with different materials as well.

## Colonies and Outposts

All colonies within the level seemingly perish after ~24 hours of being founded.

## Entrances and Exits

### Entrances

Entering a white, steel doorway in Level 14 leads here.

### Exits

If one walks too far down the hallways, they will transition into Level 16.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, SkyCityXD3, Generic3

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 14 | Level 15 | Level 16 »
The Eye of God

3
3

**Survival Difficulty: Class 3**
»⠀Unsafe
»⠀Unsecure
»⠀Devoid of Entities

**The Eye of God** is an enigmatic level of the Backrooms.

## Description

A picture of the star within the level.

**The Eye of God**, also known as **The Core** or **The Center**, is not made by the Backrooms; yet, it is an artificial structure made to generate heat and energy for all the levels. The entire level is about 5,000,000,000 km in diameter, with the star being 200,000,000 km.

**The Eye of God**'s star is very old, with scientists predicting that it will go supernova sometime in the next 1 million years. It is encompassed in a giant, metal dome, with that dome being contained in another dome. This structural design allows energy to pass through and into all level of the Backrooms.

## Entrances and Exits

### Entrances

* Waiting for long enough in Level 8 will cause you to no-clip into **The Eye of God**.
* Looking through a telescope in Level 11 will teleport you here.

### Exits

Going through a white, wooden door will take you to Level 11.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Author: Generic3

Original Page: Liminal Archives

Images: Unknown.
Level 13

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Secure
»⠀Minimal Entity Count

**Level 13** is the 14th level of the Backrooms, and the last Quantum Stable level.

## Description

A hallway down Level 13.

**Level 13**, otherwise known as **The Apartments**, is a seemingly infinite apartment building with an extremely high number of floors. Each room will list it’s floor number, followed by the apartment number (e.g. Floor 6, Room 27 = 6-00027). These rooms go on forever, meaning that the level is infinite.

Each building has a constant design throughout the floor, while various edifices will have varied designs but not so much that they are almost identical; the differences include wallpaper and carpet style, along with hallway and room layouts. The layout is known to have a consistent design in an organized manner, with intersections, and both side doors will always be logical.

Even though it is a dependable design, some hall building processes are strange, it doesn't seem to be human-built, but rather it was randomly generated. The confusing hallway arrangement appears to result from a miscalculation that led to passageways crossing one another without any connections, resulting in a dead end in one hallway and a long hallway without a junction in the other.

## Colonies and Outposts

### Tradelords Base Kamptum

* A base of 225 inhabitants.
* Located in room 62-05539.
* Friendly and open to trade.

## Entrances and Exits

### Entrances

* The most common entrance to **Level 13** is by entering an apartment building on Level 11.
* Going through a red, wooden door in Level 12 will lead here.

### Exits

Walking up a seemingly endless flight of stairs for 2 minutes will lead to Level 14.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Uberspective, MaxCommonXD, Twhalliii, Knafflad

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.

« Level 12 | Level 13 | Level 14 »
Level -1

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Secure
»⠀Minimal Entity Count

**Level -1** is the 1st negative level of the Backrooms.

## Description

The halls of Level -1.

**Level -1** is a presumably infinite hallway that has doors on either side. The Level consists of white-painted walls and numerous black doors. The floor is a soft, dark carpet, and the lights within the level bear many similarities to those in Level 5.

Decorations can also be found on the walls, ranging from paintings to flowers, ceiling lamps, inoperable fire alarms, broken exit signs, and ladders. It is also noted that they can sometimes undergo anomalous changes, such as changing position, exploding, and disappearing entirely.

Within **Level -1**, one may hear slight piano noises in the distance; the source of the sound is currently unknown. The further in one walks into the level, the louder the piano is. This can cause many people to have hurt and even broken ears.

## Colonies and Outposts

There are no known colonies or outposts on this level.

## Entrances and Exits

### Entrances

Entering a gray, wooden door in Level 0 may take you here.

### Exits

Going through an unlocked door will usually lead to Level -2, but can also lead back to Level 0.

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: Om5551

Original Authors: Stretchsterz, Unregistered Fandom User

Original Page: Wikidot, Fandom

Images: Unknown.

« Level -2 | Level -1 | Level 0 »