recursal/Fanatic-Fandom huggingface dataset:
Elevators

## Entity 81: Elevators

Entity Number: 81

Habitats: Majority

**Elevators** can appear virtually anywhere in the Backrooms, including "outdoor" levels. When an **Elevator** enters one of these levels, they will emerge from the floor (if the level has one), leaving it completely unscathed. Upon an **Elevator** departing from said level, it will float into the sky or descend back into the ground and spontaneously disappear. Although, these elevators do have an exception, in that **Elevators** cannot travel to and from levels that are impossible to escape, such as The Void.

### Description:

**Entity 81** is classified as a type of entity physically identical to an average elevator found in The Frontrooms, but instead of being limited to floors in a building, they can transport wanderers, other entities, and even objects throughout different levels of the Backrooms. Hence, they are considered one of the most popular and efficient methods of travelling through the Backrooms.

Upon entering an instance of **Entity 81**, the wanderer will find a set of four to twenty buttons, all labeled with a number. These buttons correspond to their respective levels, and upon pressing them, the **Elevator** will immediately begin rising or descending into the selected level. The most plausible theory for this occurence is that The Keymaster or another, similar entity is capable of operating **Elevators**.

In the case of enigmatic levels, the buttons corresponding to them will be labeled with two to three letters each; these letters are merely abbreviations for the names of enigmatic levels. To find a comprehensive list of abbreviations, please contact an M.E.G. archivist.

### Behaviors:

Many instances of **Entity 81** are perfectly fluent in all aspects of every language used both in The Frontrooms and the Backrooms, including dead languages. As such, they can communicate with wanderers both vocally and via a small TV-like screen positioned haphazardly inside the **Elevator**. What they choose to talk about heavily depends on the wanderer's mood and/or interests.

Due to these behaviours, many believe that all **Elevators** are sentient.

### Biology:

**Elevators** tend to vary in design depending on the level they are in. For example, an **Elevator** in Level 5 will often be incredibly beautiful and neat, while the same **Elevator** entering The Blackout will appear very dirty and overrun with dirt, mold, and other wanted substances.

### Additional Notes:

* **Entity 81** has some of the highest amounts of confirmed sightings in the Backrooms, behind Hounds and Deathmoths.
* **Elevator** doors can sometimes be disguised as a large window. However, they are easily distinguishable from windows simply because the call button is always where an elevator is destined to appear.
* Both The Hub and The Blue Channel are widely accepted to be hubs for the entities to go from and come back to.
Clickers

## Entity 94: "Clickers"

Entity Number: 94

Habitats: Level 5, Level 13, Level 21, Level 45, and possibly other undiscovered levels.

### Description:

Simply put, **Clickers** are typewriters on wheels. Nobody has been albe to identify what brand of typewriter it is, though, as its abnormal weight makes it impossible to stop one for closer inspection.

### Behaviors:

**Clickers** wander aimlessly from room to room at a pace roughly equal to a typical adult's walking speed. Nothing that gets in their way can stop them. They ignore everything around them, and other entities do not seem to see it as a threat. Hostile entities have been observed searching the vicinity of **Clickers** for prey and letting it continue on its way without interruption.

There seems to be a pattern to how **Clickers** move, but there is no apparent motive behind them, and attempting to catalog one's movements cause it to speed up, as if it were running away from you. **Clickers** make a typewriter-esque sound when moving, but do not seem to type anything on the paper they carry.

### Biology:

The **Clicker** is a normal-sized typewriter with small wheels on the bottom. It seems to be extremely dense, (more so than a typical Frontrooms' typewriter,) and is too heavy to pick up. The keys on a **Clicker** are in a normal QWERTY arrangement, but if you attempt to type with one, the letters will come out as a sort of pictographic language akin to ancient Egyptian hieroglyphs. Reading these may cause temporary dizziness and disorienation. If you come across pictographic writing like this in the Backrooms that causes severe nausea, please contact the M.E.G.

### Do's and Don'ts:

#### Do:

* Feel free to take some paper out of its back. Perhaps you could use it to write letters?

#### Don't:

* Get in one's way or try to pick it up. You will inevitably be knocked/pulled over by its surprising weight, which looks hilarious from a bystander's perspective.
* Stay near it for too long. Its distinctive clicking sound may attract hostile entities.
Office Terminals

## Object 13: Office Terminals

### Description:

Object 13 is a comupter terminal that can occasionally be found within Level 4. If the power button is pushed, the computer will turn on and a chat session will begin, connected to all other Object 13 terminal have been able to find each other within the Backrooms, so it is possible that the entire chat is a facade created by the computer. Whether real or not, talking within the chat can gain valuable information to help you survive, as long as whoever you're talking to isn't being unhelpful or trying to trick you.

Although the terminals can be fairly heavy, they can be brought with you by unplugging them and re-plugging them into other outlets. Shopping carts can be brought into Level 4 from Level 120; anything that makes it easier to carry a terminal around is good.

A number of people have managed to take a terminal out of Level 4 and into other levels, although this is only useful in places where there are outlets. The terminals still work and connect to the chat room even when in other levels.

### Chat Functionality:

The chat sytem behaves as a rudimentary text channel. When you first turn on the computer, you are asked to enter a username for yourself. This name will appear beside your messages in the chat and it will be bound to you. Whenever you access a terminal, even a new terminal, you will have that name. So don't choose something dumb.

There is only a single chat room available and there is no private messaging system. The chat usually has between five and fifteen people at once. There are chat "moderators" that exist to remove people who spam in the text chat. We're not sure what they are, but they definitely aren't human. The moderators seem to exist somewhere within the Backrooms outside the computers, but we aren't sure where or how. In the text chat, moderators have blue names. They only show up rarely.

### Locations:

Object 13 has only been located in Level 4 and The Chair Room. Though, Object 13 is more common inside Level 4.
Golden Meat

## Object 99: "Golden Meat"

### Description:

Golden Meat is a very rare and powerful object that can be found in levels like the You Win! part of The Game, The Promised Land, and Level 399.

### Usage:

Golden Meat can completely eradicate hunger for the eater for a few days. It's soft to eat but it can be used to hit as it becomes tough when hitting an entity with it.

### Locations:

Very safe levels like the You Win! part of The Game, The Promised Land, and Level 399.
Level 23

## Level 23: "Go And Get Air!"

### Description:

**Level 23** is an infinite trampoline park with trampolines of various sizes and in some areas, contain ledges that lead to slightly higher areas of the level. The lights are off at all times, with the only source of light being from natural light source like a flashlight. Although, some areas of **Level 23** are darker than others. Various hits from the 1980s, 1990s, and early 2000s can also be heard echoing throughout the level.

The darker the areas of **Level 23** get, the higher the chance is of finding Smilers. While Smilers are common to find within all areas of **Level 23**, they are extremely common in those areas. Along with Smilers, Partygoers and Frowners are also common within the level.

Venturing further into the level, one can find stairs that lead out to the lobby, which in turn, leads to four or five party rooms and the main exit, vending machines that contain Almond Water and both Coke and Pepsi products from the Frontrooms can also be seen in the lobby. The party rooms should not be entered, as most Partygoers within the level tend to lurk in those areas.

### Colonies and Outposts:

#### M.E.G. Base "Get Air":

* Has around 15 to 25 members.
* Is mostly used to conduct further information on the level.
* Open to trade and refuge.
* Armed for the most part.

#### Word From The Afterparty:

* Partypooper outpost
* Has around 20 to 35 members.
* Is used to not only find and exterminate Partygoers, but also find traces of SFV and report it to M.E.G.

### Entrances and Exits:

#### Entrances:

* **Main Entrance:** Finding a trampoline park building in Level 22 will lead to **Level 23**.
* Finding a trampoline inside Level 31 will lead to **Level 23**.
* Finding a section filled with trampolines in Level 33, Level 399 or Level Ψ will lead to **Level 23**.

#### Exit:

* The most common way to exit is to find an exit in the lobby, which will either lead to the level in which you came from, or lead to Level 11.
* Finding a giant depiction of the moon on one of the walls and noclipping through it will lead to Level 24.
* Rarely, one of the party rooms will contain an exit door. By avoiding the Partygoers in these areas and escape through the door, you will be sent to either Level 338, Level 338.1, Level Fun =), or The Afterparty.
Level -4

## Level -4: "Eyes On You"

### Description:

**Level -4** is a large cavern with no physical entrance or exit. It is approximately 200 thousand square feet. The cavern is made of various types of rocks in different areas. These rocks include but are not limited to, limestone, dolomite, gypsum, marble, slate, and granite. There are some precious metals and crystals within **Level -4**, but they are rare and limited. This makes them very valuable to traders. These include gold, quartz, diamond, platinum, and silver. The limited size of this cavern makes it able to be explored efficiently.

This cavern appears to be one of the most ancient places in the Backrooms. It appears that neanderthals from the middle of The Pleistocene Epoch used to appear here. There are primitive writings on the walls, occasional grunts coming from further down the cave, and neaderthals' skeletons. They avoid any people at all times, hiding in nooks and crannies of the caves. It is unknown how they have survived this long.

There are torches set around the caverm that provide a moderate light. These torches do not extinguish or burn away. Any attempts to do so have failed. The moderate lighting allows for Smilers to appear. Other basic entities such as Facelings, Wretches, Hounds, etc. have been found here. These entities, however, are not exactly like their present-day counterparts. They have some different features that have allowed them to adapt in **Level -4**. Hounds using echolocation and having sensitive ears, Wretches, and Facelings being slightly different and acting slightly more passive. These entities are not fully documented and should be avoided.

This level is odd in some ways. There is an odd sense of something watching you. It can intensely affect the mind of a wanderer. Turning around to see nothing. Occasional footsteps can be heard from nothing. Shadows cast by air. A grainy static building in your head. Keep Almond Water with you at all times.

### Colonies and Outposts:

#### The Tribe of Level -4.

This tribe seems to have appeared in this level around the migration to the Americas across the ice. Writings on the wall suggest they fell through the ice as a group and ended up in **Level -4**. Any attempts to communicate with them have been ignored.

### Entrances and Exits:

#### Entrances:

This level can be entered through Level -3. There is a locked basement somewhere in Level -3 that can be noclipped through to **Level -4**. This level can also be accessed through Level 2.1 by noclipping or breaking a hole in the floor.

#### Exits:

This level can be exited through small tunnels found around the cavern. These small tunnels have writings in them that indicate which levels they are. Some tunnels are mislabeled and can lead to random places. These small tunnels also only range from Level 0 to Level 8, with Level 8 being the most common. Alternatively, finding an exit into snow will lead to Level -5.
Level 97

## Level 97: "Computer Danger"

### Description:

Level 97 resembles an old 1990s computer room. When you enter this level, the door quietly closes itself, and the curtains close themselves. The key is hidden in a random place, and you need to get There are lots of old computers on the various desks in this level, and they all have the file "ENTER.TXT", but it's not recommended to open the file because of reports from wanderers who were sent to an undocumented dark room.

### Entities:

While some wanderers have reported seeing Hounds on this level, there haven't been any documentation of hounds in this level.

### Colonies and Outposts:

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

### Entrances and Exits:

#### Entrances:

* Staying on a computer for more than an hour has a big (60–70%) chance of sending you here.

#### Exits:

* Finding the key and unlocking the door will send you back to the level you came from.
Level -8

## Level -8: "The Whispering Library"

### Description:

**Level -8** is a large library approximately 30 km wide and 34 km long (18.6 miles wide and 21.1 miles long). The lighting and wallpaper of the majority of this level is similar to that of Level 0. Although the humbuzz isn't as loud.

When traversing through the level, wanderers may heard faint, almost unitelligible whispers. These whispers have no discernable source and are still debatable. However, the possibility of these whispers being The Denizens heard in Level 1.5 has been disproven.

Whenever a wanderer first enters **Level -8**, they feel a sense of relief similar to that of Level 37. However, unlike Level 37, entities have been found in **Level -8**, that being passive Facelings, both Child and Adult. And must like Level 0 and Level 37, this level has an isolating effect that prevents two wanderers from meeting.

The books in **Level -8** vary in terms of contents and sometimes, genre. Most the books that contain genres are all universally and well-known books from The Frontrooms. However, dictionaries, cookbooks, manuals, survival guides, and other books regarding information have also been seen inside the level. Some of these books even contain information regarding the Backrooms and certain levels or entities.

### The Rotating Bookshelves:

**The Rotating Bookshelves** is a circular medium-sized room found within **Level -8**, this area contain bookshelves lined up behind one another. However, unlike the rest of the bookshelves found within the level, these bookshelves do not hold any contents. This room also contains a receptionist desk, this desk features a desk with a computer similar to The End. However, a Faceling can be seen behind it.

### Colonies and Outposts:

Since **Level -8** has an isolating effect that prevents two wanderers from entering, no colonies nor outposts have been formed.

### Entrances and Exits:

#### Entrances:

* Reading "Johnny's Favorite Book" up until the part where it mentions the exit in Level -7 will lead to **Level -8**.

#### Exits:

* The main of exiting Level -8 is by finding an escalator that leads up to the lobby area, containing a revolving door that leads to either Level -9 or Level 11.
* Asking the Faceling in **The Rotating Bookshelves** if you can use the computer, to which it'll say yes, and running THEEND.EXE on it will lead to The End.
Level 9.10

## Level 9.10: "The Meteor That Destroyed The Crimson Forest"

### Description:

Level 9.10 is a roughly 20-kilometer wide impact crater, similar to those formed from meteor impacts. Documentation of the area is still ongoing although it's generally believed that the level is completely barren. There is no apparent day/night cycle, with the sun sitting constantly overhead. No entities have yet been observed in Level 9.10 but the possibility has not been ruled out.

### Theories:

Level 9.10's discovery shortly after the Crimson Forest's disappearance raises a few questions. The most likely hypothesis is that the forest was destroyed by a meteor impact and the crater is all that's left of it. This is further supported by how the level is entered similarly to how Level 9.1 is accessed. This theory is unconfirmed but is still worth considering.

### Entrances and Exits:

#### Entrances:

Walking away from the main streets of Level 9 has a chance of taking you to this level. The grassy fields will slowly shift into a rocky desert, with the crater directly ahead.

#### Exits:

Heading into the crater you can find several small holes that, when entered, will take you back to Level 9.
Level -14

## Level -14: "False Paradise"

### Description:

**Level -14** is a large forest that looks nearly identical to lost Crimson Forest. However, there are a few key differences. But the major difference to note is that **Level -14**, unlike the Crimson Forest, has a day/night cycle. And also due to this, it is advised not to enter **Level -14** during the night.

When a wanderer first walks into **Level -14**, they're gretting with a sens of hope. A calming sense that finally, you're free and have found the Crimson Forest. However, once the level turns night there are some drastic changes. What all becomes everlasting and what felt like a utopia, all rots into a dyspotian sight. The night is also when various entities start to roam the level.

During the day, everything turns back to normal and back to the utopia it once was. However, that calming relaxation you felt when you first entered fades away and wanderers have the sudden urge to leave **Level -14** and find an exit ASAP.

### Colonies and Outposts:

Due to the dangers of what happens when the level reaches nighttime, no known colonies nor outposts have been formed.

### Entrances and Exits:

#### Entrances:

* The main way of entering **Level -14** is by finding a circular gateway into a brown-ish forest in Level -13.
* This level also be entered by finding a red circle of grass in Level 9.1 and Level 9.10.

#### Exits:

* Finding a green patch of grass will lead back to Level 9.1.
The Plush Dino

## Entity 198: "The Plush Dino"

Entity Number: 198

Habitat: Level 18

### Description:

**Entity 198**, or The Plush Dino, is the sole entity which inhabits Level 18. The entity resembles a plush filled dinosaur who is capable of movent. The dinosaur typically stays in a dormat state, and will make no reaction to movements. However, whenever it senses someone who is in a distressed state on Level 18 isn't in the Paranoia Effect, it will enter its "active state". In this state, its textile "skin" becomes pink, and it grows a pair of legs, which are also made of textile covering. However, it cannot help wanderers in the Paranoia Effect, as it is scared to go there.

### Behaviors:

Once finished converting to its active state, which takes about 20 seconds, it will begin to see out the individual which experienced distress. Once **Entity 198** locates the individual in question, it will begin to help guide them around. It will typically wander in a joyful motion, and will take breaks often. Sometimes, it may beg to be cuddled, or else held. It appears to sleep, and will choose to do so. It requires no sustenance, though it can eat food if given. It is known for being very appreciative, and will always act joyful and thankful in the event it is given anything. It is incapable of speech, however, it is very capable of speaking through actions.

### Do's and Don'ts:

#### Do:

* Follow **Entity 198** should you encounter it.
* Cause no harm to **Entity 198**.

#### Don't:

* Cause any harm to **Entity 198**.
* Distrust **Entity 198** even in The Paranoia Effect.
Level 24

## Level 24: "Celestial Scale"

### Description:

**Level 24** takes the form of a plastic moon model attached to several other plastic planets, with an LED sun in the center, all of which is completely up to scale according to those who have entered this level. The moon, which is the only accessible planet, has an estimated surface area of 14.6 million square miles. Surprisingly, none of the planets have any gravitational pull to each other, but gravity still works the same when traversing the moon (You won't be able to moon jump, for example). The planets are all connected with metal wires and slowly spin around.

The area surrounding the massive table-top solar system model, due to its size, is astronomically blurry and hard to see. However, it seems to be a massive dimly lit Victorian-era study room. It is undetermined if wanderers who enter the level are shrunken down, or if the level itself is simply far larger in comparison to a normal human. While this should be impossible, it is possible to see Level 24 from other levels that have a day/night cycle or a moon. They describe the same shade of grey and blue that this moon has.

### Colonies and Outposts:

#### B.N.T.G. Plastic Mine:

Due to The Moon being a solid ball of plasti, it is utilized by B.N.T.G. as a neraly infinite source of plastic material. Around 20 miners come here once every two weeks to dig into the ground and haul massive containers of plastic back to their base in Level 1, which is utilized to make simple weapons and make repairs. However, oing this is extremely dangerous. A 100 ft thick layer of paint covers the entirety of the Moon's surface, and due to the amount of lead in it, mining through it to get to the plastic releases toxic fumes. A gas mask is required for this.

### "Beauford":

Very rarely, a man will enter the study that Level 24 resides in and sit down in a chair to read a book. He has been nicknamed "Beauford" by miners working for the B.N.T.G. He wears a tuxedo and is bald with a small amount of white hair. It is unclear if he is some kind of Faceling, or if his face is simply too blurry to make out a face. He is considered *mostly* harmless, but sometimes he will walk over to the set of planets and fiddle with it, or clean them with a towel. This is extremely dangerous for any wanderer in Level 24, as they could be squashed or killed in "earthquakes".

### Entrances and Exits:

#### Entrances:

The safest ways to enter is through a painting of the Moon found in Level 57 and by noclipping through a depiction of the moon in Level 23, but it can also be accessed through Level 1. The B.N.T.G. has not revealed how this is possible. There is a much more dangerous way to enter, which is to noclip directly towards to a moon seen in the sky on outdoor levels. While *possible*, this method is highly discouraged.

#### Exits:

You can ask the miners to lead you out of the level, which will take you back to Level 1.
The Insulation

### Description:

**The Insulation** is a maze of fiberglass walls and concrete floors, with a noticeable musty smell, almost like an attic. The area itself has light spots, dark spots, and areas in between, called "The Limbo" (more on that later). **The Insulation** is connected to Level 4 and Level 3, which explains the random piping and shape of the level, but this and the fiberglass color can change based on which **area** you are in.

### Areas:

**Area 1A:** This area is what was talked in the beginning. It's a light spot, meaning that there are lots of lights around the area. It has the shape of Level 4, with pink fiberglass and wooden frames making up the walls, and rough concrete for the floor.

**Area 1B:** This area is like **Area 1A**, but with a few changes. There are no lights in the area, with random pipes coming through the roof and floor. Also in the roof are random holes. Some of these holes can send you to **The Crawlspace** (more on this later also).

**Area 2A:** This is where it gets odd. The area has lights like **Area 1A**. The shape of the room is more like Level 0, and the fiberglass color becomes yellow. This area is the only area with Almond Water.

**Area 2B:** Basically what I said for **Area 1B**. The area is a dark version of **Area 2A**, but the shapes changes again, to the same shape as **Area 1A**. This area is fairly dangerous, and is not suggested to be entered.

### The Limbo:

This area is very rare. It is a mix of all past areas (1A, 1B, 2A, 2B), including their shape. The lighting is very buggy in this level, and it creates confusion. There is very little info on this area, and no confirmed entities.

### The Crawlspace:

This is basically its own level, but I'll keep it short: This area can be entered by going through a hole in **Area 1B**. It is like a small crawlspace in a house that goes on for seemingly forever, but can be navigated and mapped, because every hole goes to one area, "The Crawlspace Lobby". The area has only one confirmed creature, and it's extremely dangerous, it is known as the Crawlspace Creature.

### The Unknown:

This is a recently discovered area, found a certain wanderer. There is no information on this area, and there is only one photo. Further investigation on **The Unknown** is currently ongoing.

### Entrances and Exits:

#### Entrances:

You can enter by crawling through a vent in Level 4, and it's been theorized you can enter **The Crawlspace** by going through the roof of Level 3, but that hasn't been confirmed yet.

#### Exits:

There are 3 different versions of exiting.

**Easy Way:** You can easily escape by going through the vent you entered through.

**Easy Way 2:** You can also escape fairly easily by going through a different vent in **The Insulation**. Make sure the vent doesn't make noise.

**Hard Way:** A difficult way to escape is by going into **The Crawlspace**, and following the trail laid out by past explorers. There are a few entities you may come across, so only exit this way at your own risk.
Level 2.1

## Level 2.1: "The Concrete Caverns"

### Description:

**Level 2.1** is characterized by maze-like tunnels made of concrete bricks. It is estimated to be about 70 - 100 miles long. It is lit up by random assortments of light sources, including light bulbs and torches. There are also areas that are completely devoid of light. These areas are the safest. There are also sections of the tunnels that break off into caves. The rock structures are also made of concrete.

The only known entities on this level are the Hikari, incorporeal beings that possess light sources and use them to kill people that walk near them. If a light flickers, avoid it at all costs. It is wise to bring some rocks in case you have to destroy a light source, but this makes the pathway dark for everyone else. Only do this if *absolutely* necessary. Hikari that possess a torch can only be removed if the flames are extinguished with Almond Water.

### The Concrete Caverns:

Some hallways in **Level 2.1** will have openings that lead into cave systems. These caves have the exact same physical appearance as a normal cave, but are made entirely out of concrete. The caves can also sometimes have rivers of wet concrete, that flow in a similar way that molten lava would. The caves are devoid of light, which makes them safe from the Hikari, but also tricky to make one's way across.

### Entrances and Exits:

#### Entrances:

**Level 2.1** can be accessed by no-clipping in an extremely hot area of Level 2. If you are unable to clip through, go back to another area of Level 2. Staying there will quickly kill you.

#### Exits:

Some holes in the concrete can be around 5-6 feet tall, these are the exit points. These holes will lead to Level 3, but they are difficult to find. These exits are only in areas of **Level 2.1** that are pitch black with no nearby light sources. Feel around until you feel an opening and go through. If you explore deep enough into the concrete caves, you will eventually end up in Level 8.
The Deep Insulation

### Description:

**The Deep Insulation** is a sublevel within The Insulation that can be accessed through The Crawlspace. It has surprisingly bountiful resources, and no entities have been discovered in it.

In terms of appearance, **The Deep Insulation** bears remarkable resemblance to The Crawlspace, with the most notable differences being **The Deep Insulation** having fewer walls and more support beams as well as water that rises to roughly knee-height throughout the entire sublevel.

One particularly useful discovery on this sublevel is a substantial amount of very rare resources scattered throughout it in small caches. These supply caches appear in baskets, crates, or other small containers on 'islands' where the concrete floor rises just slightly above the water. Notably, these resources have been appearing farther and farther out with each expedition to collect them. While this would normally be assumed to be a result of resources not being replenished, caches have been found in farther islands where, on previous expeditions, there had been nothing there. The significance of this is unknown.

This sublevel and its valuable supplies draw in many brave wanderers and, in the past, M.E.G. expeditions, which have been discontinued following the disappearance of an entire team for currently unknown reasons. Investigations are still underway.

Despite the disappearances, there have been no confirmed sightings of entities of any kind within **The Deep Insulation**.

### Entrances and Exits:

#### Entrances:

**The Deep Insulation** directly connects to The Crawlspace. It can be reached by dropping into The Crawlspace immediately after entering The Insulation from Level 4 then turning around and walking in the direction you entered from.
Dullers

## Entity 6: Dullers

Entity Number: 6

Habitat: Majority of Levels

### Description:

**Dullers** are strange creatures generally found in the lower levels of the Backrooms. They appear dark grey and humanoid, but they lack several prominent features, such as a face or ears. It is not fully understood how **Dullers** kill their rey, as they usually run away from threats.

### Behaviors:

They usually run away from anything that gets close, but be aware that these entities do seem to be hostile. The entity hunts by being in a hall, and having a victim in a hall on the other side of a wall. The **Duller** will the noclip its arm through the wall capturing the prey on the other side, and then drag them into their hall. If you notice a **Duller**, without their hunting tactic, they will silently run away. It is unknown what they do to you once captured. They can sometimes take seemingly random objects, and it is unknown what they do with the items. They aldo seem to dislike Almond Water, as Wanderers report that **Dullers** seem to avoid Almond Water fountains, and other items.

### Biology:

Tall, grey humanoid, frail skeletal structure, with no facial features. They have long arms, that can extend to very far distances, usually to reach their prey on the other side of the wall. Their stance is very wobbly, and their walking motion is unnatural. These entities are surprisingly strong for how their body structure looks. They can however run at extreme speeds, even while holding items twice their own weight.

### Do's and Don'ts:

#### Do:

* Specifically run to it if you can, it will run away.
* Use Almond Water on yourself, or against them.

#### Don't:

* Lose your Almond Water.
* Be on the opposite wall from the **Duller**.
Bombshell Wrestling Enterprise

**Bombshell Wrestling Enterprise** (**BWE**) Is a American, independent women's professional wrestling promotion Founded in January 1, 1990 by Madusa

## Championships and accomplishments

### Current champions

Main article: List of current champions in BWE

BWE World Championship

BWE Bombshell Championship

BWE Diamond Division Championship

BWE World Tag Team Championship
Object List

### Objects 1-99:

Object 1 - Almond Water

Object 2 - Level Keys

Object 6 - Moth Jelly

Object 7 - Memory Jar

Object 9 - Rose Water

Object 10 - Backshrooms

Object 11 - Memory Juice

Object 12 - Liquid Pain

Object 13 - Office Terminals

Object 15 - Firesalt

Object 16 - Royal Rations

Object 18 - The Phonograph

Object 19 - Squirt Gun

Object 24 - Almond Cake

Object 27 - Mixologist's Delight

Object 30 - Greasy Marshmalows

Object 34 - Entity Meat

Object 44 - Cashew Water

Object 46 - Energy Drinks

Object 47 - Spectral Cannons

Object 51 - Pockets

Object 99 - Golden Meat
The Rat Master

Name: Charles Turner
Known Locations: Level 2, Level 3 & Level 4
**The Rat Master** is a former member of the M.E.G. He was fired due to his incompetence and cowardice. He left Base Gamma about three years ago promising that he would take revenge and that he would see the Gamma Base and the entire M.E.G collapse one day, of course, none of his bravado was taken seriously. Everything changed when reports began of someone calling himself **The Rat Master**, so the M.E.G. sent a team to investigate, but the only thing that returned was a half-eaten hanf in the jaws of a rat. Shortly afterwards the team camera was recovered which came with a note where Turner revealed himself as **The Rat Master**.

### Last Known Locations:

The last report we have of **The Rat Master** was given in Level 11.1 where the only current photo of him was also taken. The reasons behind his stay on the level are unknown.

### Description:

Charles Turner was a 19-year-old boy when he left Base Gamma although now he must look in his mid-twenties. During his stay in the M.E.G he worked as a volunteer and intern under the orders of Officer Dom Tarsk, but this ended after one particuar incident in which the subject received multiple serious injuries to his left arm, rendering it partially unusable.

After this he left the M.E.G, and at some point between that and the present Turner discovered the way to tame Death Rats and began to call himself **The Rat Master**. From this moment he began to attack lonely wanderers and although some managed to escape and they recounted their experience, however it is believed that many perished.

A few months ago **The Rat Master** began to attack minor outposts of the M.E.G devastating them completely, during this period multiple notes notes left by him were recovered. The survivors began to call their army of Death Rats "The Horde". The entities that belong to this horde are easily identifiable due to their glowing red eyes. Some survivors of the attacks reported the sighting of "insanely large" Death Rats.

The last attack that **The Rat Master** has carried out was at Base Gamma, during which all the troops of the base died except for a single individual. The base was recovered shortly after with the help of a group sent from Base Omega and **The Rat Master** has not been seen since then.
Backrooms: Revisited Wiki

**Welcome to the Backrooms: Revisited Wiki!**
An interesting take on the concept of The Backrooms. You'll find out soon enough.

Well... isn't really a take on it. And it's somewhat interesting. Though A lot of stuff is taken from the Wikidot and Fandom. Some things from the Freewriting Wiki and various Backrooms games are added in.

### Levels:

Level List

Rooms List

Negative Level List

Enigmatic Level List

Joke Level List

#### Popular Levels:

##### Normal:

Level 0 - "The Lobby"

Level 5 - "Terror Hotel"

Level 6.1 - "The Snackrooms"

Level 11 - "The Endless City"

Level 94 - "The Animated Haven"

Level 389 - "The Gaming Hall"

#### Enigmatic:

Level ! - "Run For Your Life

Level Fun =)

The End

## Important articles

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Level -36

## Level -36: "äääærport"

### Description:

**Level -36** is a large, abandoned and worn down airport (around the size of the largest airport in the Frontrooms) with none of the electronics working and/or being broken, wallpaper ripping, tiles missing and no power whatsoever. The suitcase retrieval areas are rusty, but still function.

Ocassionally, a suitcase will appear and depending on it's color, will give you something:

* A pink suitcase will be either filled with fiberglass insulation or cotton candy. There is no way to tell the difference, as the two items come in the same colors. The fiberglass is likely leftover fiberglass taken from The Insulation.
* A black suitcase contains a void and going in it will take you into a random deadzone level. DO NOT GO INTO IT.
* A green suitcase will be filled with useful weapons
* A yellow suitcase will have a random entity. Also do not open, as the chances of having a dangerous entity are high
* A white suitcase will have a ton of materials to make sandwiches that never spoil or go bad or almond water
* A blue suitcase will have a couple of children's toys in it, usually ones for babies

You are unable to take one of these suitcases, only the stuff inside it. Attempting to do so will teleport the suitcase back to the suitcase retrieval.

Outside the airport area is an endless field, but it is burned and dead. Attempting to go outside the airport, though, will result in failure because the windows are indestructible and the doors will always be jammed or locked. The planes are accessible from inside the airport, but the hallways will start crumbling. You have to run to the plane entrance, but you'll not die or go to a dangerous level if you don't make it. Instead, you'll just cease to exist and crumble.

### Entities:

Partygoers can be found in black suitcases, as well as any entity that is not level exclusive can be found in a yellow suitcase. Entities like Hounds, Clumps and Death Rats can be found wandering the airport.

### Colonies and Outposts:

Despite the nature of this level, one colony lives here and survives off the supplies in the suitcases:

#### The Lost Flight:

* A flight of 40 people that flew from an airport in Ottawa and never came back
* Not open to trade
* Hidden near the suitcase retrieval area
* Have been missing since 1999
* Friendly

### Entrances and Exits:

#### Entrances:

* Playing with a broken plane toy in Level 18 will bring you here
* Finding an airport in Level -11 will also bring you here.

#### Exits:

* Boarding any flight will lead to either Level -11, Level -9, Level 9, Level 9.2, Level 11, Level 29, and rarely Level 45 or Level 777.
* Finding a black suitcase will lead to a random deadzone level.
* There is a 0.1% chance of finding a rainbow colored suitcase on the suitcase retrieval. Going inside it and zipping it closed will bring you to a level that has a guaranteed exit to The Frontrooms (Level 399, Level 999, etc.)
Level 21

## Level 21: "Numbered Doors"

### Description:

**Level 21** is a large level consisting of four hallways. Thes hallways are all estimated to be about 26 miles long. The hallways meet in the middle of the level.

The centre of **Level 21** is a small open square with chairs and a desk along with bookshelves and other reading materials near the wall. You may also get supplies and unrelated objects here. They consist of food, weapons, Almond Water, and Level Keys. Additional objects have only been sighted on rare occasions. Entities never appear in this area but, instead, appear in the hallways.

The hallways are assumed to be ever-changing. Shifting and shaping into something new every once in a while. The hallways can become impossible to navigate or be blocked off. Though these hallways are odd, there is one constant. The doors that repeat on either side of the halls are always there. These doors can lead to random places in the Backrooms, including Negative Levels and Sublevels. More often than not, they will cause you to appear somewhere else in **Level 21** or put you on a wall.

* Doors labeled 105 lead to Level 0.
* Doors labeled 45 lead to Level 22.
* Doors composed of sandstone can lead to Level 46.
* Doors labelled 34 lead to Level -6.
* Doors labelled with a smiley face lead to Level Fun =).
* Doors labelled 8-20 lead to their respective levels.
* Unlabeled doors lead to Level 1.5.

Other doors can lead to random things and are not to be trusted.

The hallways of this level are extremely dangerous and can sometimes be filled with entities. The amount of entities and types is inconsistent, although Clickers are relatively common here. Unknown entities have been spotted at this level as well. Random objects can also be found in the halls. These include Almond Water, Level Keys, and Firesalt. Others have been spotted rarely.

If anybody is found at this level they are not to be trusted. Avoid contact with them at all costs.

It is rumored that there is a door at the "end" of one hallway that causes the hallway to extend for much longer than usual. This door has not been found but has been said to have valuable resources and many aggressive entities. If this door is found, do not enter it. It is to be reported to the M.E.G.

### The Secret Room:

Doors are sporadically positioned on either side of the hallway, ranging from closely spaced to far apart. A hidden room seems to be there beyond one of these doors. The rooms takes the appearance of a hotel room with the window curtains closed with a brown couch in front of the window. It is advised not to open the window, as it could possibly be an instance of Entity 2. A lamp is also seen next to the couch. However, unlike the desk lamp, this lamp cannot be turned on.

### Entrances and Exits:

#### Entrances:

Various tears in the walls of Level 13 can be entered to reach this level. These Warp Tears, while encountered occasionally on Level 11, Level 9, and Level 6, are most stable between Level 13 and this level, notable for emitting a high-pitched whine. The link between levels is unknown. This Level can also be entered from Level 1.5 by random chance from noclipping.
Ad Astra

### Description:

**Ad Astra** currently poses a threat to all organic matter inside Level 78. With an approximate diameter of 7.6 million kilometers, its estimated volume of 229.8 km³ far exceeds the size of the space station in Level 78, which is estimated to be no more than 50 million km³. Based on short video clips and eyewitnesses, **Ad Astra** appears white to the human eye, with streaks of rainbow-colored light surrounding the main body. These witnesses all went permanently blind after their eyes were exposed to Ad Astra for a prolonged period of time.

Occasionally, **Ad Astra** will emit beams of microwave radiation without warning - the only indication of an incoming beam is a sudden increase in the anomaly's brightness. However, if one witnesses this occurrence, the beams will have already reached the station since microwaves and visible light travel at the same speed. Upon penetrating the station, these beams will temporarily disable all electronic communications for several seconds before the system reboots. Although generally harmless in the long run, these beams will cause wanderers to hear clicking noises as a natural consequence of inner ear exposure to microwave radiation. Clicking noises appear to be consistent with every wanderer.

Researchers' attempts to gather information on the properties of **Ad Astra** have been largely unsuccessful. Its reality-warping mechanisms do not abide by the laws of physics, so contemporary tools for predicting the potential consequences of a collision do not function correctly. Readings are frequently corrupted by unexplained deviations - it is unknown whether the microwaves or the strong gravitational field contribute to these discrepancies.

Regardless, researchers have come to a broad consensus concerning the result of a collision - destruction is imminent. The methods by which **Ad Astra** destroys matter (and anti-matter) are highly debated. Some researchers believe that matter entering the anomaly will simply cease to exist, while others believe that matter entering the anomaly will simply cease to exist, while others believe that matter entering the anomaly will break down into quarks and be absorbed as fuel.

### Entrances and Exits:

#### Entrances:

The M.E.G. strongly advises against entering the anomaly, but those who wish to out of stubborn curiosity can stay inside Level 78 until Ad Astra engulfs the station. Keep in mind that their fates after entry will be uncertain, and the M.E.G. will declare them dead until evidence emerges confirming their survival.

#### Exits:

Based on preliminary research suggesting that wanderers are killed upon entry, the M.E.G. has concluded that finding an exit is nearly impossible. Even if this research is incorrect, there is no evidence suggesting that anything has ever escaped Ad Astra.
The Dark Metro

### Description:

**The Dark Metro** is the dark, twisted version of The Metro. The level is seemingly a liminal metro station that's barely visible. Research suggests that 98 percent of all light becomes nonexistent in The Dark Metro, similarly to the complete darkness of Level 6 but to a lesser extent.

The station does not follow Euclidean geometry; linear space in this level is distorted, which means that it is possible to go in a straight line and get to where you started. Therefore it is impossible to measure how much the level truly encompasses. However, estimates from wanderers show that the level approximately covers 80,000 square kilometers of space.

Wanderers should be warned that the longer they stay, the more their sanity will decrease. Temperatures vary significantly in the dark Metro, with records of 5 degrees Celcius to scorching temperatures of 60 degrees Celcius. Wanderers' hunger rate also seems to increase. If any wanderer stays more than 4 hours without rationing, they will die of starvation. However, if a wanderer has enough rationing to stay alive, they will be slowly driven insane, then instantly combust after precisely 66 hours. Almond water does not have its usual rejuvenating effects when used on this level. Instead, it will have acidic properties that melt the wanderer's mouth upon contact. Wanderers can also hear scratches in the distance, but no wanderer has successfully tracked its origin. It is also rumored that the Dark Metro has an ending point and that if one enters, they have a 50 percent chance of entering either the void or back to reality. However, there is no sufficient proof of the rumor.

Once every two days, an empty, rusted train would arrive; it is fully operational despite being so broken and seemingly having no one operating it. Unlike The Metro, which takes wanderers to helpful levels, the Dark Metro will take wanderers to very dangerous levels.

### Colonies and Outposts:

Colonies and outposts are currently infeasible due to immediate combustion after staying 66 hours at this level.

### Entities:

Although very rare, Clumps, Smilers, Hounds, and Wretches are all entities that you can encounter; they usually lurk and hide in corners of the station. Strangely, the immediate death after 66 hours does not apply to entities. Wanderers have also noted strange mutations of these entities, possibly due to adaptions from this level's harsh conditions.

### Entrances and Exits:

#### Entrances:

* The only known information about how to enter The Dark Metro is that it can only happen by accident on The Metro.

#### Exits:

* Leaving the metro just before the 66 hour mark will lead to Level 0, albeit with minor burns and injuries.
* Submerging yourself in one of the overflowed halls of sub-layer 2 has a 20 percent chance of taking you to The Metro.
* Reaching the end point of the level and you will have a 50% chance to no-clip to The Void
* Reaching the end point of the level and you will have a 50% chance to no-clip to The Frontrooms
* Touch in a Balloon to enter Level Fun =).