recursal/Fanatic-Fandom huggingface dataset:
Black cat

# **Entity Name:** Black Cat

## **Description:**

> The Black Cat is a recurring and enigmatic entity within the Unlucky Cache. This sleek and mysterious feline creature is a symbol of misfortune and superstition, and its presence within the room adds an extra layer of intrigue and challenge to the level.
>
>

### **Attributes:**

#### **Appearance**

The Black Cat is a solid black cat with piercing green eyes that seem to glow in the dimly lit room.

#### **Elusiveness**

It moves with an uncanny ability to appear and disappear at will, making it a tricky entity to track.

#### **Curse Influence**

The Black Cat is believed to be connected to the room's curse and can either hinder or aid players' progress, depending on their interactions.

## **Role:**

* **Hindrance:** The Black Cat often crosses players' paths, causing strange and unpredictable events. It might temporarily impair vision, slow down movement, or reverse controls, creating additional challenges.
* **Guidance:** In some instances, the Black Cat can be befriended or appeased. Once a player gains its trust, it may lead them toward important clues, hidden passages, or the location of the artifact that can reverse the room's curse.
* **Puzzle Element:** Interacting with the Black Cat might be a key element in solving puzzles related to the room's curse, including appeasing it to unlock certain pathways or reveal hidden information.

## **Strategy:**

* Players should carefully observe the Black Cat's behavior and look for clues that indicate when it might be beneficial to interact with or avoid it.
* Trial and error may be necessary to figure out how to gain the Black Cat's trust and use its guidance to their advantage.
* Being mindful of the cat's presence and adapting to its unpredictable actions is essential for navigating the Unlucky Cache successfully.

**Legend:** The Black Cat is an iconic symbol of superstition, often associated with bad luck. In the Unlucky Cache level, its role is both a hindrance and a potential source of guidance, adding depth to the player's experience and making every encounter with it a tense and mysterious moment
Level 41.01

# The Forgotten Cavern

## Description

In this sub-Backrooms level, explorers will descend deeper into the mysterious realm, finding themselves in a forgotten cavern deep below the already eerie Backrooms. The atmosphere is even more unsettling, with strange, luminescent fungi and a palpable sense of foreboding. Their mission: unravel the secrets of this subterranean world and find a way back to the familiar Backrooms.

Objective: The explorers' objective is to navigate the Forgotten Cavern, confront its unique challenges, and ultimately discover a hidden path that leads them back to Level One of the Backrooms.

### Level Design:

1. Luminescent Fungal Grove:
	* The explorers enter the cavern to discover a vast grove illuminated by eerie, bioluminescent fungi. These glowing plants provide dim light but also attract bizarre, otherworldly creatures.
	* The explorers must collect luminescent spores or items to light their way deeper into the cavern.
2. Whispering Tunnel:
	* As the explorers delve deeper, they come across a tunnel where the walls seem to whisper strange, indecipherable messages. The echoes amplify the eerie sounds.
	* They must decipher the whispers or follow the cryptic guidance they provide to progress safely.
3. Crystal Labyrinth:
	* The explorers enter a chamber filled with shimmering, crystalline formations that seem to rearrange themselves, creating a shifting labyrinth.
	* They must find a way through this maze-like structure while avoiding traps and dead ends.
4. Abyssal Chasm:
	* The explorers reach a massive chasm with an ominous, black abyss. A bridge made of fragile, glowing crystal shards spans the gap.
	* They must carefully cross the bridge, making sure not to disturb it too much, as it could shatter beneath their weight.
5. The Forgotten Altar:
	* Deeper into the cavern, explorers find an ancient, eerie altar adorned with peculiar symbols and surrounded by an eerie, ethereal mist.
	* They need to decipher the altar's symbols and perform a ritual to unlock a hidden portal that leads them back to Level One of the Backrooms.

## Return to Level One

After successfully completing the ritual, the explorers step through the portal and return to the familiar surroundings of Level One of the Backrooms, leaving behind the haunting depths of the Forgotten Cavern.

Throughout this sub-Backrooms level, explorers will experience a heightened sense of dread and unease, with eerie sounds echoing in the distance and unsettling sights lurking in the shadows. It's a subterranean world shrouded in mystery, and the explorers must rely on their collective resourcefulness to navigate its depths and find a way back to Level One
Ancient Egypt

Ancient Egypt is the first world in Plants Vs. Zombies: Uprising. It contains 24 levels so far, with 20 in the main adventure, 3 secret levels, and one Collision level. There are currently 2 parts in Ancient Egypt, with 12 plants to unlock and 14 new zombies to fight.

There is one ambush in Ancient Egypt, being the Sandstorm ambush. Sandstorms carry zombies inside them to varying places on the lawn.
Phantasmal athletes

Phantasmal Athletes in the Abandoned Sport Stadium

As you navigate the eerie and seemingly infinite expanse of the abandoned sport stadium within the Backrooms, you may encounter phantasmal athletes from a bygone era. These spectral figures bring an unexpected challenge to your exploration:

1. Eternal Competitors:

   - These ghostly athletes, dressed in outdated sports attire, appear on the arena floor. They bear an uncanny resemblance to the champions of the past who once graced this stadium.

2. The Mysterious Game:

   - Upon spotting you, the phantasmal athletes may challenge you to a mysterious, never-ending game. It could be a surreal variation of the sport associated with the stadium or an entirely unique and cryptic contest.

3. Endless Pursuit:

   - If you accept their challenge, be prepared for an experience that defies the laws of time and physics. The game may involve surreal twists and turns, and it becomes clear that there is no true end or victory.

4. Avoiding Engagement:  - Avoiding these spectral athletes is crucial, as engaging in their games could lead to an eternity of play within the stadium's eerie confines, trapping you in a never-ending cycle.

The presence of these phantasmal athletes adds a layer of mystery and danger to the Abandoned Sport Stadium level of the Backrooms. To progress, you must be vigilant and find ways to bypass their relentless challenges while continuing your quest for the elusive exit.
The world of Kolliapy Wiki

**Welcome to the World of Calliope!**
The world in which our current DND campaign will be taking place.

DM: McCallister

### Brief Lore

Calliope is a super continent where our journey takes place. There are many cities filled with adventure and opportunity. There are strange wonders in this world too, such as the presence of leviathans that roam the land and seas. Long ago, the leviathans were free but some have been captured or domesticated by powerful waring factions. Our 7 adventurers begin their journey in the city of Lumberlight

### Our Characters:

* Honey Heart
* Shuupo
* Tarlok
* Fletcher Stratmore
* Ten Hun
* Poe Corvidae
* Bellamy Smith

### The World government

Not much is known of the mysterious world government except that they wield the powers to control the leviathans and rule the world with what is presumed to be, an iron fist

### Guilds

Guilds are organized factions recognized by the government fighting for power and wealth

### Leviathans

There are giant animals, some are in cities and others roam the globe. They are called leviathans, each a different species with destructive powers. Some are wild and others are controlled by powerful people

## Iimportant articles

PlaceholderSessionsPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
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* All Help articles

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Session 10

11/13/23

Jar Lid and Honey Heart return to the Birdcage and Honey Heart guards Jarlid's door to his room while he rests\

We are approached by the leader of the "Arcadian Wild" band

Momma said string band was the name of the band we defeated

In battle of the bands, two bands face off with champions and support

Battle of the Bands
Lumberlight

## City

**Lumberlight,** a grand metropolis and a center of commerce for Calliope A testament to urban innovation with its intricate network of stacking and overlapping bridges.

The city's lower level, known as **"**The Floods" may be shadier, but it carries its own unique character and tales. Here, amidst the labyrinthine alleyways, secrets are whispered, and the underbelly of the city thrives.

Yet, high above, perched as a "Guardian of Justice", One of the worlds Leviathans; a giant Owl Sentinel casts its watchful gaze upon the city's inhabitants. With its piercing eyes, is more than an imposing figure; it's a sentinel of order. It diligently records and catches nearly every crime, ensuring that justice prevails in the thriving heart of Lumberlight.

It is in this city where our heroes begin their journey by attempting to join one of the 6 guilds: Hummingblades, Golden Glades, Waxing Crescents, Angler's Song, Hollowlanders, and Rat's Chorus.

### Districts and Locations

#### The Floods

* Rusty Nail
* Gilded Guppies Bath House Hideout
* Broken Bannister
* Rows and Rumors

#### Other locations

* Sall A Secrete
* The Tribunal
Rusty Nail

## Location

### Description

Located in The Floods, this rickety tavern is poised precariously on stilts, balancing some distance in the air. It appears to attract shady patrons such as assassins, smugglers, and poison dealers. The bar ender is a troll named \_\_\_\_

### Notable Events

Visited in Session 1.

Ten Hun almost eats tarantula but gets yelled at by drow

Honey Heart buys a round and breaks the floor board

Honey heart almost wrecks the place by jumping after being threatened

We meet the Drow there
Broken Bannister

## Location

### Description

A towering stone tavern with three floors serving loud and rambunctious patrons. The entrance is adorned with an off kilter sign with the inn's name "The Broken Bannister". The inn is crowed, loud and full of diverse, eclectic people.

### Notable Events

The party stops here in session 2 the night the annual Guild Games were being held. This is a tradition in the city and is done on every registration day The guild games are satiric in nature but are supposed to be fun and light hearted where players attempt to "Join a guild" by competing in games. Each game is rooted in the mission and attitude of each guild but in a jesting way. A loud dwarf who has a rhyme for each guild announces the games to the inn.

#### Games

* Golden Glades
	+ A platitude or improv competition where each competitor must improv how they are the best.
* Waxing Crescents
	+ Competitors must sift through trash thrown out of bins onto the floor to find something of value. They must then haggle with and buy the item from the "Junkyard Owner". Afterwards, they must convince/persuade a buyer and sell the item for a higher price than was bought from the trashcan.
* Chorus of Rats
	+ A competition of who can perform and who can perceive. Three players are given a mystery shot of clear liquid: Vodka, Vinegar, or Water. On the count of three, they each take the shot in front of them and conceal their reaction from the other players. The first person to guess who had what shot wins the game.
* Anglers Song
	+ A paper boat making competition where each player must make and sail a boat down an artificial river. The boat to make it to the end first wins.
* Hollowlanders
	+ A competition where two players draw a magic wand at random out of a bucket and then duel. Whoever scores the first blow on the opponent wins the match
* Hummingblades
	+ Last and certainly lease, everyone can join the hummingblades simply by walking though the entrance to the inn... Because the hummingblades will accept anyone who applies to their guild... because they are the lowest ranking and weakest guild. :(
Owl

### Briefly

Leviathan Owl in Lumberlight, sees all crime, controlled by cities strongest guild.

### Purpose

Diligently surveys the city of Lumberlight, casting a large shadow as a reminder to all criminals, thieves, and miscreants of its ever-watchful presence

The owl is an instrument to catch criminals in the act of lawbreaking.

### Other Details

Controlled by the guild leaders/leader of the city who have acquired the most influence.
Fredrin Gumber

## NPC

### Brief Description

The guy who stole disguised himself as an overseer and stole the party's Sourjenor seals

Kidnapped by the florist after adventurers completed a task for him. It is found out by the party that an anonymous group kidnapped his girlfriend and has threatened her life if he does not comply with their demands. The demands were for him to steal the seals from a diverse group of individuals and our party fit the description.
Sall A Secrete

## Location

### Description

A prestigious restaurant serving the finest food in Lumberlight with wealthy well to do patrons. Its kitchen is located in the basement. The establishment also lends itself the guild hall for the Rat's Chorus.

### Notable Events

Party Travels here in Session 2 in search of their seals after uncovering a lead from Fredwin Gumber, they are consequenty captured after snooping around and escorted inside to the basement for questioning.
Poe Corvidae

## Played by Jared

### Physical Appearance

At 7 feet, this crow man stands hunched, draped in a puffy winter jacket buttoned up to the collar. His jet-black feathers and sharp beak prominent on first glance. If examining him closely, one would notice a missing finger, a testament to past carelessness.

### Personality

Poe is a genuinely pleasant individual who maintains a calm demeanor and doesn't easily let things bother him. He approaches every encounter as an opportunity to make a new friend. He comes from a small village and seeks to join a guild primarily to find companionship and forge meaningful connections.

#### Likes

* Fire Places
* Lucky Trinkets

#### Dislikes

* Being Cold
* Bad Omens

### Quote

"CAAAWWW"

*His journey begins in Lumberlight with the rest of the crew*
Preston Peppermill

## NPC (Deceased)

### Brief Description

A member of the Rats' Chorus, is a unique orc with distinct physical appearance due to his Acondraplasia (dwarfism). He stands shorter than most orcs, has greenish skin, and is known for his loud and scratchy voice and large tusks. He has earned the title of Amuse Bouche among the Rat's Chorus as a new initiative.

### Notable features

Died to Jean Paul in Session 3 after trying to flee a right to brawl. Though his character was abrasive at times, the party did welcome his presence and was saddened at his unjust demise.
Level 4

## Level Name: The Antique Curiosity

### Description:

The Antique Curiosity is a cryptic and eerie Backrooms level that transports explorers into a dimly lit, labyrinthine antique shop. Within this unsettling environment, a black cat with piercing eyes prowls the aisles, and the artifacts on display hold a dark and enigmatic power.

### Appearance:

The Antique Curiosity is a vintage, dusty antique shop filled with countless shelves, display cases, and nooks holding a wide array of eclectic items. The shop is illuminated by dim, flickering overhead lamps that cast long shadows across the cluttered space. The air is thick with the musty scent of old books, aged wood, and the faint aroma of incense.

Antiques from various eras line the shelves and counters, including porcelain dolls, ornate jewelry, dusty phonographs, and faded photographs. The black cat, with its luminous, unnaturally green eyes, wanders the shop's labyrinthine aisles like a spectral guardian.

### Hazards and Anomalies:

1. Enchanted Artifacts: Many of the antiques in the shop possess peculiar properties. Some may have supernatural effects, such as transporting explorers to alternate realities or revealing hidden truths when touched or interacted with.

2. Cat's Gaze: The black cat in the Antique Curiosity seems to have a mystical influence. Its gaze can lead explorers to important clues or hidden passages but may also lead them into dangerous situations.

3. Time Distortion: Time in the Antique Curiosity behaves erratically. Explorers may experience time loops, where moments stretch into hours or days pass in the blink of an eye.

4. Whispering Voices: Faint, whispering voices can be heard emanating from the antique items. These voices may offer cryptic advice, share eerie stories, or taunt explorers with riddles.

5. Shifting Layout: The shop's layout is in a constant state of flux, with aisles and display cases rearranging themselves unpredictably. Navigating the ever-changing maze can be disorienting.

### Objective:

The primary objective in the Antique Curiosity is to find an exit and escape the eerie antique shop with its enigmatic artifacts and the mysterious black cat. Explorers must interact with the objects, decipher the whispers, and resist the cat's beguiling influence to uncover the secrets of this level and seek a way back to the real world.

Escaping the Antique Curiosity is a challenge of both mental acuity and adaptability, as the level's mysterious artifacts and shifting layout can be disorienting and mentally taxing. Survivors must rely on their resourcefulness to unravel the peculiar challenges of this level and seek a path back to the real world, where the antique shop's enigmatic allure is left behind as a haunting memory.
The “Caretaker”

The Elusive "Caretaker" in the Abandoned Apartment Complex

Within the shadowy confines of the Abandoned Apartment Complex level of the Backrooms, a mysterious figure known as the "Caretaker" roams the endless hallways. Here's what you need to know about this enigmatic presence:

1. Friendly Facade:

   - The Caretaker appears initially as a friendly and helpful presence. They may approach you with a welcoming smile, offering assistance and guidance through the complex.

2. Sinister Intentions:

   - However, beneath their friendly exterior lies a sinister agenda. The Caretaker's true intentions are anything but benevolent. They seek to ensnare unwary explorers and trap them within the apartments, adding them to the collection of lost souls.

3. Avoidance is Key:

   - To progress through the level and avoid becoming the Caretaker's next victim, you must exercise caution. Trusting this deceptive figure could lead to your imprisonment within one of the eerie, abandoned apartments.

4. Outsmarting the Caretaker:

   - Outsmarting the Caretaker requires wit and quick thinking. You'll need to recognize the signs of their deceit and find clever ways to divert their attention or evade their grasp.

The presence of the Caretaker adds a layer of tension and danger to your exploration of the Abandoned Apartment Complex. As you navigate the labyrinthine hallways and search for the Exit Apartment, you must remain vigilant and stay one step ahead of this deceptive figure to ensure your escape to the next level of the Backrooms.
Session 8

Season name Devil in the Den

## Chasing Names

We begin our chase for the birds. Using a tablecloth fletcher, Bellamy, and Honey Heart are able to catch the Starling after Bellamy jumps off of Honey hearts back. with Fletcher as the base, and Bellamy in the air to trap it in the table cloth. We release the Magpie and the Heron

Hosh, Cornelius, Dragmir, and Celiria are the leaders.

Hummingblades get feathers for their actions, renown, and strength

Hosh gives us guild signetts to wear they are gold and they look like hummingblades.

there is no room for us at the guild so we need to fundraise money for more room in the Dorm. or we could buy a house for 1400 gold or 750 for more room in the dorm.

Cornelius says that the ambition for starting this guild is to be the strongest family.

We peruse some flyers for jobs and take the job for the Slipper Infestation in the Historic Blackstone inn. We head that way to the historic Blackstone Inn. The inn is a tower made completely of stone and it was once a barracks but has been repurposed. There's a lady behind the bar and she tells us that the candle making shop down the road where the infestation is.

We go to the "Little Wicks Candle" shop where there are at-least 20 slippers in the basement, the shop owner has no idea how theyre getting in. there is a hole

Tarlok runs and slips on grease falls down the stairs and a net drops down to captures him. The "Slipper" in question says monologues and his name is King Rick.

Go to "Make it Sow" to buy RookRook some clothes, we get him an awesome Gue cloak thing for the dude

Rook Rook is his name.

Honey heart rants about how its strange we can't sleep at the Birdcage, why let people ijnto the guild if you can't house them. Crazy

On our way back to the Blackstone inn, there is a strange fly thing at the door blocking the entrnace and inside is a strange elven man with broad shoulders with thin yellow hair pressed back in armor that Shuupo recognizes as has a symbol from one of the royal families of hell. His eyes glow a deep shade of amber around his iris. He beckons us in and the fly thing stares us down and we go in. His sponsor asked for him to contact us after we joined the Hummingblades. He seems to know we had something to do with the king of the Golden glades perhaps. He knows we have an Opera in our possession. His name is Cravalor and he serves a devil in one of the circles of hell. The devil of the Infernal plane in the second layer of hell. His name is Ignis the Inferna. He rules of the "Crucible" and torchers bad people in hell. He can see we don't want to give it to him and he gives us some flashpaper to summon him if we need to talk with him again. He then leaves the Inn with the fly creature. The name of the elf is Cravalor.
Sesison 11

11/20/23

## Bug Bears Lead the Way

Sleep the night after battle of the bands in a tavern, we arrive back at the Birdcage where Honey Heart is.

The Dutchess of Dough of the Baker family a deer lady who is very pretty, seems intrigued with with Bellamy

We wait in line for almost an hour for the Bakers Bread and was taken back into the back of the baker shop where we saw the special bakers bread being made. There was lots of waste during the process and a lot of bread gets thrown away.

We learn from Jarlid that the Giant thing that looked like a human baby grabbed Jarlid and captured him from his big sleep, the big sleep is a right of passage among the bug bear community

A man in the Mousoleum told Jarlid it would be 1 platiunum and he would meet Honey Heart at Home

Jarlid and Honey heart are fighting in the meantime about a deer haunch

Cornelius after giving him some bakers bread helps us find some Bugbears and has a goblin draw us a map to find the one Bug bear village he found

We get to the cave where Conelius told us the Bug bears were and His dad "Honey Heart" is and the Elder from the tribe, "Fourflies". They introduce themselves and say we need to take a "Brightness Test" If you are too smart, then you can't come into the town. We take the test asking us very easy questions but if we say the right answers then we lose because you can't be too smart.

Honey Heart Senior made an machine/invention of war and feels bad about it (Basically a gun) He did this because he could't cast spells via magic but made a staff of real missile but now there are guns in the world. He used it for a long time, He gives us the staff of real missile on the condition that Honey Heart doesn't get any smarter. We have to use it.

We are passed and are allowed to leave for the town where the rest of the bears have been hibernating, however, a demon (Same one from the soup from before, Cravalor) has cast a spell and corrupted the sleeping bears and they will not wake up and soon they will waste away and they will all starve to death.

A bola comes out of the brush and there is a rock speaking with us about what to do with the hostages, his offer was that we leave the oprah on a stump and walk away however, Bellamy has Honey Heart destroy the sending stone.
Session 15

Clawing to the Surface

01/15/24

The Dutchess pretended to be injured and is saying that our team did not help

Eye witnesses saw smoke/dust billowing outside of town before the earthquake. Peaks of jagged dark earth has emerged with giant sized doors. This must have come up when the earthquake happened. Perhaps this is what caused the earthquake. Patience, the interim guild leader says the Hummingblade guild who is out near the area handing out bread should take the initiative to investigate the new mountain and large doors. The entire guild is here with the exception of Cornelius and his crew. There is a hum emanating from the mountain. Bellamy cannot decide if it sounds like an opera. Poe goes to find Moss and exchanges some words and feeds a bird some Baker's bread

We make it to the Large carved twin doors. the humming is louder and our hairs stand on ends. Poe goes to knock on the door and the humming from the. WE climb the mountain. At the top, there is a crater at the top. We see that there is wind coming out of the top of the mountain. Ballamy almost falls in due to some loose rocks. Honey heart saves Bellamy and looks down to see a Leviathan that is not bound by a group, it is basically a Terasque. JP comes up and intimidates us. JP and Bellamy scene where he takes the Opera from Bellamy.

At the base of the mountain, The golden Glades are there. The Queen, the second in command of the Golden Glades are there. The Queen Calls for a meeting of the Guild leaders. We elect Patience to be the representative of the Guild. We are left
Level 29

**Level: The Abandoned Sport Stadium**

As you continue your journey through the enigmatic Backrooms, you find yourself in a place that echoes with the cheers of a bygone era—a massive, decaying sport stadium. The air is thick with the scent of stale popcorn and the distant echoes of fans' roars.

Description:

- Endless Bleachers: The stadium's bleachers seem to stretch on infinitely, creating a disorienting sense of scale. Their faded, red plastic seats are cracked and peeling.

- Crumbled Arena: The arena floor is cracked and overgrown with weeds. Remnants of the sport that once thrived here litter the ground—abandoned balls, broken goalposts, and tattered pennants.

- Distant Roars: Occasionally, you hear faint echoes of cheering and applause coming from far-off sections of the stadium, though you can't discern their source.

Challenges:

1. Navigating the Maze: The endless rows of bleachers create a labyrinthine challenge. You must find a way to navigate through them to proceed.

2. Ghostly Athletes: Phantasmal apparitions of athletes from the past may appear on the arena floor. Avoiding them is crucial, as they may try to engage you in a mysterious, never-ending game.

3. Broken Concessions: In the stadium's abandoned concessions area, you might find supplies, but be cautious of rusted food carts and eerily flickering vending machines.

Objective: Your primary goal in this level is to find the "Champion's Gate," rumored to be the exit. It's said to be guarded by a ghostly figure who once reigned as the stadium's champion. You must outsmart or appease this entity to proceed.

Exit: Once you successfully navigate the stadium's maze of bleachers, avoid the spectral athletes, and deal with the champion's ghost, you'll find yourself at the Champion's Gate. Beyond it lies the next, even more mysterious level of the Backrooms, awaiting your exploration.
Level 22

Certainly, here's another concept for a Backrooms level:

\*\*Level Name:\*\* The Endless Bazaar

\*\*Description:\*\* The Endless Bazaar is a surreal and disorienting Backrooms level that resembles a sprawling, never-ending marketplace. It is a labyrinthine network of stalls, shops, and kiosks, all dimly lit by flickering fluorescent lights. The stalls are filled with a bizarre assortment of goods, from the mundane to the utterly fantastical, and there's a constant buzz of distant voices and the clatter of unseen shoppers.

\*\*Visuals:\*\*

- The marketplace stretches as far as the eye can see, with stalls made of weathered wood, rusted metal, and makeshift materials.

- The items for sale range from ordinary household objects to exotic and otherworldly artifacts.

- The ground is uneven, covered in a maze of cracked tiles, dusty rugs, and mysterious symbols etched into the floor.

\*\*Hazards:\*\*

- The layout of the bazaar is ever-shifting, with paths and stalls rearranging themselves when you're not looking. Getting lost is easy, and finding your way back to a familiar spot can be nearly impossible.

- Some stalls are manned by aggressive and enigmatic vendors who may try to barter with you, trick you, or even steal from you.

- The endless, echoing chatter of invisible shoppers can drive some explorers to madness.

\*\*Entities:\*\*

- The Merchant King: A shadowy figure rumored to be the master of the bazaar. The Merchant King appears only rarely but is said to hold the key to escaping the level, though the price for this knowledge is steep.

- The Lost Souls: Otherworldly beings who wander the bazaar, appearing as spectral figures in tattered clothing. They are lost, confused, and may occasionally provide cryptic hints or riddles about the level's mysteries.

\*\*Escape:\*\*

- To escape The Endless Bazaar, one must navigate its chaotic and ever-changing layout while seeking the elusive Merchant King. They hold the knowledge or artifact needed to unlock the exit, but they won't make it easy to obtain.

The Endless Bazaar is a level where reality and unreality intertwine in a bizarre and unsettling way. Navigating its shifting pathways, dealing with enigmatic vendors, and deciphering the cryptic clues provided by the Lost Souls are all part of the challenge. It's a place where the boundaries between what's real and what's not blur, and escape requires both cleverness and a willingness to engage with the surreal.
Retro Gamers

## *Description:*

Retro Gamers are enigmatic entities found within the eerie depths of the Backrooms. These spectral figures are clad in 1980s gaming attire, reminiscent of the golden age of arcade gaming. Their ethereal presence evokes nostalgia for a bygone era of pixelated graphics and coin-operated machines. Retro Gamers appear to be trapped in a perpetual quest for the highest score, reliving their gaming glory days for all eternity.

### *Characteristics:*

1. Ghostly Appearance: Retro Gamers have a spectral and translucent appearance. They are often seen wearing neon-colored clothing, including retro t-shirts, headbands, and denim jackets adorned with various gaming logos from the 1980s.
2. Arcade Aura: They emit a faint, otherworldly glow that resembles the glow of arcade screens. This aura can be both captivating and unsettling to those who encounter them in the Backrooms.
3. Endless Quest for High Scores: These entities are eternally fixated on achieving the highest scores in arcade games. They wander the Backrooms seeking out arcade cabinets and retro gaming consoles, playing them with unwavering determination.
4. Competitive Nature: Retro Gamers are known to challenge wanderers they encounter to compete in ghostly versions of arcade games. They use their supernatural abilities to create immersive, spectral arcade environments where the stakes are high and victory is elusive.
5. Mimicry of Retro Gaming Sounds: When Retro Gamers are near, the Backrooms may echo with the familiar sounds of 8-bit music, joystick clicks, and electronic beeps and bops, adding to the uncanny atmosphere.

## *Encounters:*

Meeting Retro Gamers in the Backrooms can be a surreal and sometimes perilous experience. They may suddenly materialize in dimly lit corridors or behind arcade cabinets, beckoning wanderers to engage in their spectral gaming challenges. Those who accept their challenges must demonstrate their gaming prowess, often competing in retro games such as Pac-Man, Space Invaders, or Donkey Kong. Winning against Retro Gamers can lead to rewards or guidance deeper into the Backrooms, while losing may result in being trapped in a never-ending game, much like the Retro Gamers themselves.

## *Precautions:*

1. Skill and Strategy: If you encounter a Retro Gamer and accept their challenge, rely on your gaming skills and strategic thinking. Be prepared for unexpected twists and challenges within the spectral arcade environment.
2. Respectful Engagement: Approach Retro Gamers with respect for their eternal quest. Taunting or disrespect can lead to hostile interactions.
3. Escape Route: Always have an escape plan in case the gaming challenge becomes overwhelming or dangerous. Remember that the Backrooms are a mysterious and unpredictable place.

In the depths of the Backrooms, Retro Gamers stand as both a fascinating homage to the past and a reminder of the strange and enigmatic nature of this surreal dimension. If you encounter them, tread carefully and consider the consequences of engaging in their never-ending quest for high scores
Leviathans

Colossal Beasts in the shape of animals

Some are wild and roam the world freely, others are controlled and influenced by powerful people.

Can wreak havoc on the world and its people

May have all been free in the past but were somehow tamed or captured

### Known Leviathans:

* Owl in Lumberlight (Capitol Beast/Crown beast when captured)
* Angler Fish
Bellamy Smith

## Played By Sam

### Physical Appearance

Bellamy is a 4-foot-tall gray Rabbit-folk, his appearance typical of other rabbit folk. His fur is a soft, muted gray with distinct white accents around his mouth, ears, feet, and neck.

#### Antlers

One of Bellamy's most striking features is the pair of brown antlers that emerge from his head in a linear fashion. These antlers add an intriguing and enigmatic element to his character. Their purpose and significance remain a mystery, known only to Bellamy himself. What they signify, you do not know, but they make him easily distinguishable in any crowd.

#### Left Arm

A notable feature on Bellamy's left arm is a barren and gnarled patch of skin, devoid of fur, which hints at past challenges and experiences.

### Clothing

Bellamy typically forgoes wearing shoes, preferring to feel the ground beneath his feet. He dons a large, well-worn jacket, predominantly blue with accents of brown that add an earthy touch to his ensemble. Beige trim highlights the jacket's seams, giving it a distinct character. This attire, paired with his unique antlers, adds an air of mystery and intrigue to his overall appearance.

#### Other Clothing

Underneath his jacket, Bellamy opts for simple brown pants and a shirt of various colors, reflecting his mood or the situation at hand. His clothing is chosen for practicality, ensuring that he can move swiftly and silently when necessary.

### Personality

Bellamy possesses a deep and genuine care for people, particularly the underprivileged. He has a profound aversion to greed and a strong admiration for acts of altruism. However, his trust is not easily earned; he require concrete actions to speak louder than words before he can extend their trust to others. This cautious approach stems from his belief that true character is revealed through deeds, not words.

#### Likes

* Friendship
* Cooking/baking
* The outdoors
* Doing the right thing
* Altruistic and charitable actions

#### Dislikes

* Greed
* Fire
* His family

### Quote

"I dream of a world where no one goes to bed with an empty stomach, where hunger is but a distant memory. In that world, food is abundant and cost less than a penny. Together, we can turn that dream into reality."'

*His journey begins in Lumberlight with the rest of the crew*
Level 41.02

# The Enchanted Oasis

## Description

In this sub-Backrooms level, explorers descend deeper into the mysterious realm and discover The Enchanted Oasis. Unlike the foreboding atmosphere of the previous levels, this oasis is a tranquil haven, teeming with friendly and magical entities. The explorers' mission is to explore this serene environment and learn more about its unique inhabitants.

Objective: The explorers' objective is to explore The Enchanted Oasis, interact with its friendly entities, and uncover the secrets of this magical sub-Backrooms level.

### Level Design:

1. Entrance by Waterfall:
	* The explorers arrive at The Enchanted Oasis through a hidden waterfall entrance. As they step inside, they find themselves in a lush, vibrant oasis filled with crystal-clear pools and exotic vegetation.
2. Friendly Fauna:
	* Throughout the oasis, explorers encounter friendly and magical creatures, such as benevolent sprites, talking animals, and helpful forest spirits.
	* These entities offer guidance, share stories, and may provide assistance when needed.
3. Enchanted Puzzles:
	* To progress through the oasis, explorers must solve enchanting puzzles that require cooperation with the friendly entities. These puzzles often involve manipulating natural elements and the magical properties of the oasis.
4. The Oracle's Grove:
	* At the heart of the oasis, explorers discover The Oracle's Grove, a serene and mystical clearing surrounded by ancient trees.
	* The Oracle, a wise and benevolent being, imparts knowledge and cryptic visions, helping the explorers on their quest.

## Portal of Return:

1. * In the deepest part of the oasis, explorers find a shimmering portal that can take them back to the regular Backrooms, should they choose to leave this peaceful haven.

### Return or Stay:

1. * After spending time in The Enchanted Oasis and interacting with its friendly entities, explorers can choose whether to return to the regular Backrooms or stay a while longer to explore this enchanting sub-level.

Throughout this sub-Backrooms level, explorers will experience a sense of wonder and tranquility. The oasis is a stark contrast to the usual eerie Backrooms environment, offering a unique opportunity to connect with benevolent entities and uncover the mysteries of this magical place.
Forgotten Residents

Forgotten Residences in the Abandoned Apartment Complex

As you venture deeper into the Abandoned Apartment Complex level of the Backrooms, you'll come across countless apartment doors, each with its own story to tell:

1. A Glimpse into the Past:

   - The apartment doors exhibit a unique character, bearing the marks of time and neglect. Some are cracked and peeling, while others still hold traces of faded paint and decorations from decades past.

2. Frozen in Time:

   - Upon trying some of these apartment doors, you'll find that a few are unlocked, granting you access to rooms that have remained untouched for years. Inside, you'll discover dusty remnants of the former occupants' lives—furniture draped in faded sheets, forgotten family photographs, and personal mementos from a bygone era.

3. Whispers of the Past:

   - As you explore these apartments, you might hear faint echoes of laughter, conversations, or music from a time long ago. These spectral sounds add an eerie atmosphere to your journey.

4. Cryptic Clues:

   - Some apartments may contain cryptic clues or hints that lead you closer to your goal—finding the Exit Apartment. These clues could be in the form of handwritten notes, old journals, or cryptic symbols on the walls.

5. Emotional Echoes:

   - In certain apartments, you may even feel a deep emotional resonance with the lives once lived there, as if the spirits of the former occupants are still present in some ethereal form.

The Forgotten Residences contribute to the immersive and haunting ambiance of the Abandoned Apartment Complex. Each apartment door you encounter is like a portal to a different time, offering a glimpse into the lives of those who once inhabited this mysterious place and providing you with clues that may aid you in your quest for escape.
Level 31

Level: The Abandoned Apartment Complex

Your journey through the enigmatic Backrooms takes an unexpected turn as you find yourself standing in the dimly lit hallway of a vast, decaying apartment complex. The walls are covered in faded floral wallpaper, and the air is heavy with the scent of abandonment.

Description:

- Endless Hallways: The apartment complex seems to stretch on forever, with a seemingly infinite number of hallways, doors, and apartments.

- Forgotten Residences: Each apartment door tells a story of lives once lived. Some are unlocked, revealing dusty remnants of their former occupants' belongings, frozen in time.

- Eerie Silence: The only sound is the faint hum of flickering fluorescent lights overhead. There's an unsettling silence that makes every step echo through the complex.

Challenges:

1. Endless Choices: Navigating this level is a perplexing challenge. Choosing which hallways to explore and which doors to open can lead to encounters with strange and sometimes hostile entities.

2. Memory Labyrinth: Some apartments contain distorted, otherworldly versions of your own memories. It's easy to become disoriented and lost in these surreal experiences.

3. The Caretaker: Beware of the elusive "Caretaker" who roams the hallways. This enigmatic figure appears friendly at first but may have sinister intentions. You must avoid or outsmart them to progress.

Objective:

Your primary goal in this level is to find the "Exit Apartment." It's said that one apartment in this complex holds a mysterious portal that leads to the next level of the Backrooms. You must decipher the clues and hints scattered throughout the complex to locate it.

Exit:

Once you've successfully located the Exit Apartment and navigated its unique challenges, you'll discover the portal to the next level of the Backrooms. As you step through, the abandoned apartment complex fades away, leaving you in a new and equally enigmatic environment, ready for your next adventure.
Level 51

# The Train Carriage

In the dimly lit underground chamber, a forgotten train carriage lay concealed from the bustling world above. Its rusted exterior bore witness to years of neglect, yet the mysteries it held inside remained untarnished. The air was thick with the musty scent of aged leather and iron, transporting anyone who dared enter to a bygone era.

The room was a treasure trove of historical relics. A glass cabinet stood proudly against one wall, displaying a collection of vintage train tickets, each telling a story of journeys long past. Faded timetables, with schedules from eras gone by, adorned the walls like tapestries, while old conductor uniforms hung neatly on hooks, as if awaiting their next shift.

In one corner, a wooden desk was cluttered with meticulously handwritten ledgers, detailing the comings and goings of passengers from yesteryears. Nearby, a dusty gramophone, still functional, rested on a stack of vinyl records that hadn't spun in decades.

The centerpiece of the room was the train carriage itself, a relic from a glamorous era of rail travel. Its plush velvet seats, though worn with time, whispered secrets of the stories shared among strangers during long, rhythmic journeys. The ornate luggage rack overhead held vintage suitcases, their leather and brass buckles reflecting a sense of timeless elegance.

A dim overhead light cast soft shadows on the room's contents, creating an ambiance that transported visitors to a forgotten world. This back room held the echoes of countless tales, the nostalgia of a bygone era, and the enchantment of a secret sanctuary beneath the bustling rails
Level 41

# Subterranean Stronghold

## Description

In this Backrooms level, a group of explorers finds themselves trapped in an eerie underground bunker. The air is musty, and the fluorescent lights overhead flicker ominously. The concrete walls are damp and covered in strange markings. Your mission is to navigate this unsettling environment, uncover its secrets, and escape to return to the normal world.

Objective: The group of explorers' goal is to find the exit and escape the underground bunker. Along the way, they'll encounter various challenges, puzzles, and hazards that they must overcome.

### Level Design:

1. Entry Hall:
	* As the group of explorers enters the bunker, they find themselves in a dimly lit entry hall. The walls are adorned with faded posters from the 1950s, and there's a reception desk with an old rotary phone and a dusty logbook.
	* The explorers must search for clues that lead to the next area. This could involve finding a key, solving a riddle, or deciphering an old code.
2. Mess Hall:
	* The mess hall is a large, cafeteria-like space with long rows of tables and chairs. The room is eerily silent, except for the distant hum of machinery.
	* To progress, the explorers must find a hidden hatch beneath one of the tables, leading to the next level.
3. Control Room:
	* The control room is filled with obsolete equipment covered in cobwebs. A bank of flickering monitors displays surveillance footage of various parts of the bunker.
	* The explorers need to locate a set of control panel buttons to unlock a sealed door further into the bunker.
4. Laboratory:
	* The laboratory is a maze of interconnected rooms with strange scientific equipment and experiments gone awry. Some experiments have mutated into hostile creatures.
	* The group of explorers must navigate the lab while avoiding or defeating these mutated creatures to find a needed item or component for progress.
5. Security Corridor:
	* This long corridor is monitored by security cameras, and the walls are lined with prison-like cells. Some cells contain unsettling surprises or hints.
	* The explorers must solve a puzzle involving manipulating the security system to unlock the final door.
6. Escape Tunnel:
	* After solving the security puzzle, the explorers enter an underground escape tunnel. The walls are lined with rusty pipes and flickering emergency lights.
	* As they move deeper into the tunnel, they encounter a final obstacle, such as a collapsing passage or a locked gate, which they must overcome to escape the bunker.

## Escape

1. * Successfully overcoming the final obstacle leads to the group of explorers' escape from the underground bunker, bringing them back to the regular Backrooms or the real world.

Throughout the level, eerie ambient sounds, distant echoes, and unsettling visuals contribute to the feeling of isolation and unease. The bunker is a place shrouded in mystery, and the group of explorers must rely on their collective wits to navigate its depths and find their way out.
Grinsehanno

**Grinsehanno** ist ein Pirat in dem PC-Spiel *Drakensang: Am Fluss der Zeit*.

Nicht ganz so unfreundlich wie andere Piraten, neigt aber zu unnötiger Gewalt.

Egal, ob man Grinsehanno tötet oder nicht, in Hammerberg trifft man in der Nähe des Duellplatzes auf *Holzapfel Harad*, der ihm zum verwechseln ähnlich sieht. Er ist der Dieb von Alrico Farfaras edlem Rapier.

Außerdem scheint es in Schefflers Piratencrew einen Zwilling (oder Drilling?) zu geben. Er hat nur die Bezeichnung *Flusspirat*.