recursal/Fanatic-Fandom huggingface dataset:
Level 21

**Level 21** is the 22nd Level of The Backrooms, appears to be a hallway with doors on either end.

## Description:

**Level 21** is the twenty-second Level in The Backrooms! Once you're in it, you'll see a hallway, completely devoid of furniture, but it will have doors on either side. If you find a door that says "105" open it, You'll find many square miles of rooms, It will look like Level 0, There will be a few differences to note!

There will be doors, There are numbers on them, the doors lead to the corresponding Level, be careful which doors you choose to open, minimum Level number is 8, maximum Level number is 20, though all doors without a number marked will lead to Sub-Level 1.5, do not enter.

Some lights will be off

It will be darker.

Other changes.

If you want to go deeper, run through the rooms and ignore any door,

Eventually you'll find a door that has a single word on it, "ENTER"!

Follow what it says, open the door and enter the room!

This door will lead to a dark hallway, bring a flashlight, You will find a door, The entrance door will now be locked, so there are only 2 options at this point, Exiting **Level 21** or going through the door, No one knows what lies beyond the door, as **Level 21** is hard to reach, so no one has opened the door, The things that lies beyond the door is known as the Depths of **Level 21**! People say **Level 21** goes on for much longer, but it's not confirmed if this fact is true or false.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 21:

No one has gotten a good look at Level 20, so the only known way to get here is to no clip while in the negative levels, as the matrix of the backrooms will not know what to do, so you'll be transported to the Level Debugging Room, a room that is currently shrouded in mystery, the only known thing about it is that it's a room with doors to go to each level, go to the door marked 21, open it, and you'll be in **Level 21**.

The only known way is to no-clip or enter one of the doors while inside **Level 21**.

## Author:

Original Author: Reddit User u/Rachelrpl67

[ Level 20 << Level 21 >> Level 22 ]
Level 10

**Level 10** is the 11th Level of The Backrooms, and it seems to be an infinite wheat field.

## Description:

**Level 10** appears to be a large corn field with a linear unpaved dirt road. In the corn fields you can find pockets of almond water. The anonymous person who took this photo never came back to The Hub for unknown reasons.

The photo was retrieved from a camera found in Level 5.

## Note Discovery:

It tooks places of Level 5 so this is it,

“So, I’ve been walking for maybe six days and there’s nothing but this dirt road and the field surrounding it, I tried going off route and I got put back on the path. Note to self: there‘s almond water in the fields, it tastes sweet.”

“I’ve been hearing trumpets and roaring in the distance, and I saw something in the fog. I snapped a photo of it, I still can’t tell what it is.”

“If you hear someone yell ‘Fire!’ go back to the path immediately, an arrow went into my shoulder and I’m still bleeding. I think I saw a tower in the distance and somebody on top with a bow.”

“Everything is calm. It is silent. *She saved me*. An angel appeared in the sky, trumpet in hand."

"If you find yourself in **Level 10**, stay in one spot."

"*She* will find you faster that way.”

Whether the “She” in the notes is the same she as the she mentioned in the Sub-Level 1.5 page is unknown.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 10:

You can get here from the Debug Room. You can also get here if you are from a small town and go through The Revolving Doors in Level 40, however unlike medium suburbs with Level 9 and big city slickers with Level 11, The Revolving Doors will disappear in **Level 10** after you exit.

If you slip on a snowing area, you will be seamlessly transported to Level 176. You can also leave by no-clipping through the floor of a building in the town area (mentioned in an older version of this article), leading to Sub-Level 10.5. Although you can get out from here by following the east road and you will find Level -100 finding a yellow lamppost leads to The Safe Place.

## Authors:

Original Authors: Reddit Users u/Hertz3241, u/66.243.217.90

[ Level 9 << Level 10 >> Level 11 ]
Level 20

**Level 20** is the 21st Level of The Backrooms.

## Description:

**Level 20** appears to be reminiscent of some of the earlier floors in the Backrooms. Being a warehouse like location that is approximately 200-300 kilometers wide in total.(although more may exist, but has yet to be reached) With most rooms being around 30 metres across, and corridors ranging from 10 meters to 300 metres.

When it comes to the rooms of **Level 20**, they are primarily filled with abandoned machinery of various eras. Interestingly, despite whatever condition said machinery is in, it appears to work as intended. Along with this, a sticky, oil-like substance coats most rooms, usually either being in pools on the floor, or leaking from cracks in the roof.

Interspersed between rooms are corridors, filled with boxes, crates, and racks of all kinds, obscuring most, if not every wall, usually leaving a straight, but narrow path between rooms to walk through. Attempting to open items within the corridors is not recommended, as they usually contain odd or outright dangerous items. If any bottles of fluids are found, regardless of "brand", will always contain the fluid found throughout the rest of the floor.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 20:

**Level 20** is primarily accessed through a door that appears on Level 19, which has a chance of bringing you here.

The easiest way to leave **Level 20** is to locate a corridor without any lights, completely drenched in the fluid found throughout the rest of the floor, continuing for several hours, will eventually bring you to either Level 6, or Level 21.

## Author:

Original Author: Reddit User u/Smbfanexe

[ Level 19 << Level 20 >> Level 21 ]
Level -6

**Level -6** is the 6th Negative Level of The Backrooms.

## Description:

**Level -6** is commonly described as a cave or a mine. there are little to no hostile entities. Few have been in **Level -6**, and it is unknown If it actually exists. The first user to find it was FunBricks1.

There are what appear to be people without eyes who mine throughout the cave, and are open to trade for supplies. Not much information is known at this time, but this will be updated, as The M.E.G is exploring Level -5 to find an entrance.

**Level -6**'s lighting is greatly varied, but it is believed that the deeper into **Level -6** you go, the darker it gets. The eyeless people who have been found through the level insist that they "Lost their eyes" while exploring too far into the Level.

The first recorded person to be in both **Level -6** and Level 8 has described them as mirrors of each other but in Level 8 there are more waterfalls and it's brighter.

The M.E.G were able to find a survivor who had lived in Level -5 for a month, when asked if they had found an entrance to **Level -6**, they insisted they hadn't.

FunBricks1 found the Snatchers, and Watchers. They are new monsters.

## Colonies and Outposts:

There are no known colonies or outposts on this Level.

## Entering and leaving Level -6:

It is unknown how to enter or exit **Level -6**, however certain groups like the M.E.G believe it can be entered through Level -5. It is also possible that it could be entered through other Levels.

## Author:

Original Author: Unknown

[ Level -7 << Level -6 >> Level -5 ]
Level 9

**Level 9** is the 10th Level of The Backrooms. It is a very dark level, like Level 6, with almost the same number of insanity-inducing effects on the mind.

## Description:

**Level 9** appears to have no visible sky/ceiling/barrier, but further testing and exploration will have to be noted of before making too many assumptions. **Level 9** was discovered by u/Bart0nius after he fell through the floor on Level 8. The information here is as said by Bart. However, Bart discovered that Levels 8 and 9 were both parts of a dream that he'd been in, and as such, it is a possibility that both levels do not exist. **Level 9** is said to be a large middle-class suburban neighborhood. And wandering more than 100 to 200 miles could be the entrance of Level 11.

Survivors that have attempted exploration into **Level 9** have reported new types of Entities wandering through the streets of **Level 9** such as the 100-meter-tall observer, but no true credible source can be documented.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Original Post (u/Bart0nius):

"I fell through the floor."

"I sunk down and landed in an unfamiliar place. There were no spiders, but I still felt like I was being watched. Around me, there was a street, houses, and dead trees everywhere. My head felt, and still feels... fuzzy. Like TV static in my brain. I lost consciousness but apparently had an outburst, according to Centurion. I was talking about death, pain, weakness... all kinds of awful things."

"**Level 9** is Level 6 on crack. I can tell there are going to be Things, but the effects on sanity are bad. Almost, ALMOST as bad as Level 6."

## Entering and leaving Level 9:

To Enter, you can fall through the floor randomly in "Level 8" to get here, or you can get here from the Debug Room.

To exit, you can travel 100-200 miles you can enter "Level 11".

## Author:

Original Author: Reddit User u/Bart0nius

[ Level 8 << Level 9 >> Level 10 ]
Sub-Level 0.5

**Sub-Level 0.5** is a Sub-Level between Level 0 and Level 1 in The Backrooms.

## Description:

**Sub-Level 0.5** consists of many cube or rectangular shapes in random and chaotic structure. The entirety of the Sub-Level is lined with carpet on all sides. The carpet is usually a dark blue with other mixed colors, but the carpet slightly varies from cube to cube. The carpet always has distinct straight lines that run parallel to the cube's edge.

Some walls have even shown to defy gravity allowing someone to sit, stand, or walk on them, however due to their rarity not much else is known. The entire Sub-Level is filled with a thick light blue fog that limits vision to around 70ft. Staring at the fog, especially when the fog is thicker will summon a being that travels the level. The being is the only known entity on **Sub-Level 0.5**. Said being is known to have at least 6 limbs that usually reach out from the fog to grab the staring occupant. Many refer to it as QWERTY due to its long spider like appendages.

The area has shown to break clocks and divert time. Many felt as if they had been there hours or minutes, but they could have been there for years or less time than they've felt in the area. It is known that people here felt hungry one moment and the next feel full despite never eating. The only known objects in this area are chess pieces. If you try to pick up a chess piece without touching it, you will still be able to do so, however doing so changes its size based on perspective.

## Colonies and Outposts:

There are no known colonies or outposts on this Sub-Level.

## Entering and leaving Sub-Level 0.5:

**Sub-Level 0.5** is a mostly unexplored Sub-Level that can be found when travelling in Level 0. The only entrances known are from random cutoffs in Level 0. These cutoffs show no pattern and often can't be seen until you fall and enter. Most entries consist of a normal hallway or room cut in half showing mirror images from both sides when looking at it from Level 0. The illusion ends when you cross this mirror which is followed by a steep cliff going from 10ft to 30ft far. Most accounts consist of falling into **Sub-Level 0.5**. It is theorized that **Sub-Level 0.5** appears when a portion of Level 0 no-clips on to itself.

Traveling high enough into the Sub-Level may lead into Level 1.

## Author:

Original Author: Anonymous Fandom User

[ Level 0 << Sub-Level 0.5 >> Level 1 ]
Level 13

**Level 13** is the 14th level in The Backrooms. It can only be accessed by finding and entering an apartment building in Level 11.

## Description:

**Level 13** is a building with at least 1 thousand floors. This has been proven when an explorer found a 1 thousand buttons inside an elevator which were too small to press. Use stairs instead. the floors have an area of 50 square kilometers. The outside of the building cannot be accessed once entering **Level 13**. Although there has not been a sighting of window entities here yet, the windows here are quite anomalous. Every apartment will always have 2 or 3 windows, even if it is located in the middle of the floor. These windows will show a sky-blue void outside and some occasional clouds way below the floor. These apartments also have furniture and technology from the 1980s' in them, although objects brought in by outsiders may be more advanced. Your only way of accessing the internet here is through dial-up or cellular data. The entities here are rare, and spotting entities other than Dullers, Facelings, or hounds is unlikely.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 13:

To Enter, **Level 13** can be accessed by finding and entering an apartment building in Level 11.

One way to leave **Level 13** is by clipping through a darker wall into the negative levels. If you preform the Television Ritual in any of the rooms, you will end up in Level Omega.

## Author:

Original Author: Reddit User u/Nerdykiddo4884

[ Level 12 << Level 13 >> Level 14 ]
Level -1

**Level -1** is the 1st Negative Level of The Backrooms.

## Description:

**Level -1** is an infinite hallway that has doors on either side. The Hall is made of white painted walls, and black painted doors. Each door leads to either Level -2, Level 0, The Whiteout or Level 2. This Level is the one of the safest Negative Levels so far, but that's not to say it isn't dangerous.

When inside this Level, you will no longer hear the hum-buzz of Level 0. Instead, you may hear slight piano noises in the distance, but the source of the noise is unknown. The deeper you walk through this hall, the slightly louder it gets, but you still never seem to get closer. Your vision seems to get more static like effects while walking to far down the hall. During this time, you can hear some old advertisements from around the 1930's era through the static noise. Soon, your vision becomes black and white with the static effect. While this event plays out, you can see people in old Business suits, although their human features are completely invisible to the human eye, the only thing visible are their attire. You may also hear chatter of many beings mixed with the sounds previously mentioned. Almond Water puddles can also be found on the floor during this event, dripping from the ceiling.

The Wanderers that made it this far has always turned back at this point, and when they do, they end up talking about an unknown Entity that they simply call 'Nutrisha'. Further expeditions will be started to explore **Level -1**.

The Basis of **Level -1** is basically that it is one of the smallest Levels in all of The Backrooms (relatively), as it seems to consist of only an endless hallway. You cannot access Level 1 from here. It is recommended that you try to exit to Level 0, though, if you are feeling particularly adventurous and have a ready supply of Almond water, it is safe to exit to Level 2 and The Whiteout. It is strongly advised to never go to Level -2.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Author:

Original Author: Anonymous Fandom User

[ Level -2 << Level -1 >> Level 0 ]
Sub-Level 26.5

**Sub-Level 26.5** is a Sub-Level between Level 26 and Level 27.

## Description:

**Sub-Level 26.5** can be found after wandering 200 miles in Level 26. It was discovered by u/KingSheep17 It appears to be the "upstairs" of Level 26. It appears to be a mirror of Level 26 before it got the "abandoned" look. It is full of furniture but without junctions. This Sub-Level is significantly smaller than Level 26. But still big enough to get lost or go insane in. Once you look away from the staircase you took to get up here, it vanishes. It is replaced with an empty room. There are no entities here, not even window entities. Its silent besides the whispers saying things that can't be put together. Though it seems peaceful, you cannot survive here for even a day. Your sanity drops really fast in this Sub-Level. u/KingSheep17 barely made it out alive in this Sub-Level.

## Colonies and Outposts:

It’s impossible to have a colony here because of the chaotic nature.

## Entering and leaving Sub-Level 26.5

The only known way to enter this Sub-Level is from a staircase in Level 26.

The only known way to leave this Sub-Level is by no-clipping into the Negative Levels or finding a rare elevator somewhere in this Sub-Level which leads to Level 27.

## Author:

Original Author: Reddit User u/KingSheep17

[ Level 26 << Sub-Level 26.5 >> Level 27 ]
Sub-Level 1205.1

**Sub-Level 1205.1** is a Sub-Level of Level 1205.

## Description:

**Sub-Level 1205.1** is a singular road with street lamps lining the right side of it. On the other side is a bottomless pit, similar to that of Level 1205. Beyond the streetlamps is a desert that spans for exactly 193.5 miles. Another bottomless pit is at the end. The desert itself is also dangerous. Its the only place that has entities, and they are either hounds or facelings. That's it. There's a 12.05% chance that there'll be a cactus in the desert. The cactus either carries Entity 19, or has Almond Water inside of it. The street lamps should be avoided at all costs. If you look at the light for more than 8 seconds, you'll be transported somewhere. No one knows where.

Sometimes there will be a red truck driving across the road. The thing driving it is an unidentified entity, but he isn't hostile and will even offer to give you a ride. If you accept he'll take you to Sub-Level 1205.2.

If you see a blue truck, avoid it at all costs.

## Colonies and Outposts:

There are no colonies or outposts on this Level.

## Entering and leaving in Sub-Level 1205.1

The only way to enter this Sub-Level is to break through the ceiling in Level 1205.

To exit, you simply have to go back through where you entered, or accept the ride from the unidentified Entity.

## Author:

Original Author: Unknown

[ Level 1205 << Sub-Level 1205.1 >> Sub-Level 1205.2 ]
Neoneo

This exomoon is a large, rocky satellite orbiting a Earth like planet called Lizard-967-X7-Kokushibo in a distant star system. Its surface is covered in craters and rugged terrain, with towering mountains and deep valleys. The exomoon has a thin atmosphere, composed mostly of Helium and traces of Krypton, which provides protection from the harsh space environment. Its climate is relatively stable, with cold temperatures and occasional flurries of ice crystals. The exomoon's geology is also active, with intermittent volcanic eruptions and tectonic activity shaping its rugged landscape. Life on this exomoon is present and mostly limited to primitive multicellular organisms, adapted to survive in extreme conditions. these Beings live in deep caves about 507 miles from the core. the lizards call these beings Tuk,

Alak. these Beings need high temperatures to survive.

Statistics

Mass 1.1184M🌙

Diameter 3256.32 Km (0.25556⨁)

Esi 0.701

Orbital period 22h 24m
Sub-Level 7.5

**Sub-Level 7.5** is a sub-layer between Level 7 and Level 8.

## Description:

There are no entities, other than the dog size rats that roam around and nothing else. the walls are made of brick, the floors are wood, and the ceiling is made of a white stone brick. Things you might find here include, but not limited to; floating geometric shapes that flip your gravity, the rats mentioned earlier, and wallpaper of Legos and a Lego earth.

However, there is one other thing, a floating, translucent, yellow head with purple eyes and mouth. If you touch this head, you will be transported to a floor that looks the same, but with a different layout. this continues five times before noticeable changes occur. On the sixth layer, lights in certain areas will go dark, and the rats on this layer will sometimes follow you. Two more layers down and the entire floor will go dark, now you need a flashlight to see, the rats here come in different sizes now, the person sized ones will charge, bite, and eat you alive. The dog sized rats can be heard whispering gibberish in the voices of small children. The head on this layer is now red with blue eyes, a green mouth, and has large, pointed ears.

Six more layers down, this layer is, in appearance, the same as the first five layers. Those who enter here are advised to find their way out before they themselves are found. After about 30 minutes, rats will start to appear, afraid of anyone who gets too close. after 25 minutes, the rats will become much more curious, sometimes trying to climb onto people they find. Only ten minutes after the rats will all disappear, this is when travelers are advised to leave immediately. Another ten minutes and whoever is still here is likely to die, rats almost too big to fit in the halls, and much longer then should be possible will appear. The head here is that of a rat.

One more layer down and the ceiling and walls are made of a solid block of stone, the floor is just dirt, there are no rats, no lights, and has only been visited once. The only person who went here was already insane at the time, and the head here is no longer a head, that's all we know about this layer of this Sub-Level.

## Colonies and Outposts:

There are no known colonies or outposts in this Sub-Level.

## Entering and leaving Sub-Level 7.5:

To enter this Sub-Level you must be on Level 8 for ten days, which is a challenge by itself, and if you're not dead, you will fall for ten hours and wake up on **Sub-Level 7.5**. It is unknown whether this can work on Level 7.

One can leave this Sub-Level by placing a hand on a wall and another on their chest and think of your home.

## Author:

Original Author: Anonymous Fandom User 74.209.32.167

[ Level 7 << Sub-Level 7.5 >> Level 8 ]
Level 8

**Level 8** is the 9th Level of The Backrooms. Its existence was seemingly proven by Reddit Users u/Bart0nius and u/avolded. They used a remotely operated underwater vehicle to locate an underwater exit in Level 7, the exit led into a large open cavern with other waterfalls that signify other entrances.

## Description:

**Level 8** is a giant, expansive cave system with numerous spiders and spider like entities inhabiting it. Like Level 6 and Level 7, it is pitch black. There are many nests that spiders made, most inhabited by small venomous spiders and massive king and queen spiders. The king spiders of these colonies are fortunately not venomous, but the queen spiders are HIGHLY venomous, most die within minutes of a queen spider bite, though this is just speculation, as human exploration of this Level is currently impossible. Large clear pools can be found in dead ends of the cave, these pools are highly dangerous as anything that enters them gets torn apart and dragged down by humanoid tar black hands. Another type of nest found on **Level 8** is a bloody grave that houses Franken spiders, a dangerous mutated spider that regenerates through a gland found in its chest cavity. Certain areas of the cave have what is presumed to be almond water dripping from the stalactites on the ceiling.

## Colonies and Outposts:

There are no known Colonies or Outposts on this Level.

## Entering and leaving Level 8:

Take the underwater exit in Level 7.

There is no known way of leaving **Level 8** so far.

## Authors:

Original Authors: Reddit Users u/Bart0nius, u/Rayafeed, u/avolded

[ Level 7 << Level 8 >> Level 9 ]
Level 22

**Level 22** is the 23rd Level of The Backrooms, It appears to be an abandoned parking building that goes on for 450,000 km (279,617 miles) on each floor. This Level is considered as a Mythic ​​​​​​Level and may not exist at all. But The Backrooms are very complex, therefore this Level is likely to exist.

The photo to the right is the only photo that exists of **Level 22** and is taken by an Anonymous explorer.

## Description:

This Level is almost unexplored because it's so difficult to access. **Level 22** is described to be an abandoned parking building with yellow support beams, lots of ash and dust from broken objects, and occasional destroyed cars. These cars can be found after walking approximately 350 meters (1148 feet) from from the entrance of **Level 22**.

Some of these cars can be accessed, but whatever you do don't enter one of the cars. An **unknown entity** will appear in the backseat of the car. This Entity distorts reality, and laws of physics when in contact with another person. And will distort all carbon life around it, to the brink of death. Matter will be torn to pieces and you will be dead soon. the Entity goes into action the moment you see it; if you think the Entity is in the car get off immediately. It's unknown why the Entity only shows up when you enter the car. there is one in 10 chance of the Entity not appearing, you can increase this chance by going deeper in this Level.

**Level 22** only has one confirmed Entity, but there could be more entities lurking on this Level. It's 450,000 km on each floor after all.

## Colonies and Outposts:

There are no known Colonies or Outpost on this Level.

## Entering and leaving Level 22:

Entering **Level 22** is very difficult also. But it is believed that if you get taken away by a passive Anethika it will bring you to **Level 22**. Passive Anethikas are taller than normal Anethikas and dont attack you if you dont provoke them. About 1 in 10,000 Anethika are passive. You should never take the risk of finding a passive Anethika because they are very **dangerous** if not passive. Some people end up here just by chance when exploring Level 3 and encountering an Anethika. The second way of entering **Level 22** is through exiting Level 20, however, there is an equal chance that you will simply end up at Level 6 when attempting to access **Level 22** through this method.

Leaving **Level 22** is incredibly difficult. After leaving **Level 22** you presumably go to Level 23, Although this is not confirmed,It's very likely that this is true. To leave you need to descend 22 stairways. Each floor has a stairway that lead downwards into the unknown. Each of the stairways descend about 2km (1,2 miles) downwards and they are all scattered across the middle of **Level 22**. Each stairway is about 200m wide (656 feet) and have small lights on the side of the stairway that shine at about 50 lumens (the brightness of a low end flashlight) if you go the stairs by going upstairs you will enter Level 33.

## Author:

Original Author: Reddit User u/Macks1999

[ Level 21 << Level 22 >> Level 23 ]
Secret: The Hub

**The Hub** is a concrete tunnel with a series of doors that go to various Levels of The Backrooms. Currently, one can only access Level 0, Level 1, Level 2, and Level 25. Entities cannot come into **The Hub** under normal circumstances, so you will find a lot of people there. Certain entities have been known to refer to **The Hub** as "The Crossroads" on occasion.

## Finding The Hub:

Unlike the seemingly infinite Backrooms, there is a consistent way of navigating your way to **The Hub**. From the entrance of Level 1 head straight down the corridor, and stop when you get to the door. Go through the door, then continue until the end of that corridor. Then, double back to the entrance of the Level. There should now be a diverging path that goes left or right. Take the left. You will come across another divergence. Take the right. Then, at the next one, take a left, and at the next one, take a right. As soon as you take the right, you will see two doors, labeled A and B. Take the B door. Upon going through that door, you will find yourself in an identical room to the last one. Now, take the A door. This is the door that leads to **The Hub**. If you get any of these steps wrong, (like taking the wrong turn or not doubling back) you will end up somewhere completely random.

There are also some entrances in Level 2.

## The Doors:

Doors 0, 1, 2, and 25 are already pushed open, but are immovable. You cannot close them and the symbols on them are obscured. The tunnel goes on for 6 miles and it expands each Level that is discovered, and there are doors to each discovered Level though many are locked because their Level Key has not been found. The length between each door increases the higher the number gets. Each door has a different insignia on it, looking like a crop circle. The one thing in common between all three of the doors is that they have a metal spike on top of the symbol, and a keyhole below. The keyhole below is a polygonal shape corresponding with the number on the door. But at the end if you can no-clip past the wall you'll find a door that will randomly teleport you to either Level -1, Level 4, or Level 9007199254740992.

## Authors:

Original Authors: Reddit Users u/DMKampf, u/FireMatch
Negative Levels

Negative Levels are Levels below Level 0. It is not known how many of them exist, but so far 5 have been documented. You can enter the Negative Levels by going through darker walls while in the Positive Levels. Literally speaking, if you no-clip whilst in the backrooms, it leads you to the Negative Levels.

Sub-Levels

Secret Levels

Positive Levels

## Levels 1-99

* Level -1 - "Glitched Halls"
* Level -2 - "Overflow"
* Level -3 - "Reflections"
* Level -4 - "The Forest"
* Level -5 - "Snowscape"
* Level -6 - "Mystery Mines"
* Level -7 - "The Cruel Town"
Khrank Frog

This amazing, but fairly common creature is a type of amphibian. It's about the size of a gecko, has four legs and no arms, but they have no tail.

They have a soft, delicate skin covered in a very thin layer of mucous, which is usually either light green, light bronze or light brown or a combination of these colors.

They live in low areas and are common. They're herbivores and their large, wide mouths, their teeth and wide tongue are ideal for eating nuts.

They're nocturnal and rely on their extra sense and taste buds to get around. They do have thin, narrow eyes, but their sight is underdeveloped.

They have an almost hidden nose and tiny, almost hidden ears. Their heads are long and narrow in comparison to their bodies.

They make sounds ranging from relatively low pitched to very high pitched and have a very small range of sounds they make to indicate discoveries, dangers and otherwise communicate with each other.

These creatures are very peaceful, but they heavily defend their personal space. They mate once or twice a year and they mate with a specificly selected partner for life. Which, with their short lifespans, is only normal.
Level 2

**Level 2** is the 3rd Level of The Backrooms. It appears as a large expanse of industrial utility tunnels.

## Description:

**Level 2** is millions of miles of industrial hallways, gray floors and concrete walls adorned with locked doors with pitch-black windows, ventilation ducts with odd noises coming from them, and pipes that contain viscous black fluid. Most of the time the noises in the vents are caused by crawlers, one of the Entities you can find on **Level 2**. Other entities here include smilers, Child Facelings, Clumps, Hounds, Male Deathmoths, and Bursters. If you encounter any creature in the halls your only choice is to run in the opposite direction and hope that you can outrun, it. The hum buzz of electric lighting is much stronger than Level 0 or Level 1. **Level 2** can get extremely hot, so taking water with you is advised. **Level 2** can induce extreme claustrophobia due to the tightness of the halls and can cause insanity after long periods of time. There are useful supplies on this Level, so if you're prepared to fight, staying here for a bit is beneficial.

## Colonies and Outposts:

There are no known Colonies or Outposts on this Level.

## Entering and leaving Level 2:

**Level 2** can be accessed by rare circumstances you can find stairs leading down and the walls slowly turning to bricked concrete and pipes line the walls in Level 1, or by going through certain doors on Level -1, or its door in The Hub.

There is a chance you could stumble upon an unlocked door which can lead to Level 3 or Level 4.

## Author:

Original Author: Reddit User u/M654z

[ Level 1 << Level 2 >> Level 3 ]
People-888

Planet People-888

Class Frigid airless aquaria

Lat/Lon 1°45'16.64"/-114°02'39.74"

Diameter 8648.28 km

Mass 0.26105 M⨁

ESI 0.112

Apparent mag -10m94

Phase 0.973

Apparent size 32°01'57.11"

250.060 years

Semimajor axis 30.17 AU

Orbital period 250.060 years

Rotation period 22h 44m04.72s

Solar day 22h 44m

Axial tilt 10°

Age 6.944•10⁹ Years

Gravity 0.45578 G

Atmo composition H₂S

Atmo pressure 9.2.10-7 Atm

Temperature -240.56 °C

Greenhouse eff 0.008373 °C

32°01'57.11" 30.17 AU 250.060 years 22h 44m04.72s

22h 44m05.59s 10°05'41.44" 6.944-109 years 0.45578 g
Sea Elephant

## Appearance

It looks like a whale from a distance, however, a closer look reveals a bird-like beak and head with small eyes, indicating that it may have poor eyesight. It has four very long legs, which it uses to move around and swim.

## Behavior

The Sea Elephant is a passive creature. It will not attack the People (not human) and will not run away when approached. If attacked by a People (not human), it will attempt to gallop away from the People (not human) before settling down again a short while after. It is bouncy and propels the People (not human) high up into the air when jumped on, even if dead.

Occasionally it will raise itself onto its hind legs and then drop back down.

Sea Elephants can be sometimes found swimming, but with no special Features attributed to it, making it look like they're just floating in the water. Their long legs help them to move in deep waters.

It makes low-pitched sounds when nearby, which sound similar to water-dwelling whales found on Earth.
Lizish (Revamped)

Lizish is an extraterrestrial language characterized by its intricate combination of melodic tones and rhythmic patterns. Spoken by the Lizards, an advanced alien civilization, Lizish is a highly expressive language that conveys not only the literal meaning of words but also the emotions and intentions behind them.

The language consists of a series of musical-like notes, each representing a distinct concept or idea. Lizards communicate through a combination of vocalizations, hand gestures, and luminescent patterns emitted from their skin. The harmonious blend of tones creates a mesmerizing auditory experience, reflecting the deep connection the Lizards have with their surroundings.

Lizish is not just a means of communication; it is a cultural expression that binds the Lizards community together. The language evolves dynamically, adapting to changes in their society and technological advancements. Despite its complexity, Lizish is known for fostering a sense of unity and understanding among the Lizard beings, transcending mere words to form a profound connection between individuals.

Sample sentence:
Eldritch Delta

Eldritch Delta is a Hybrid of Delta a Upper moon

## Appearance

Eldritch Delta is a very tall man of muscular stature and pale skin complexion. He possesses long, spiky black hair with red tips that he keeps in a ponytail(like Delta). His most notable feature is the three set of eyes on his face with yellow irises and red flesh sclera that have black straight lines diverging from each iris. His middle set of eyes has Lizish engraved in them while his other sets of eyes feature black pupils and a cracked pattern in the irises. Kokushibo also has red markings resembling flames on the top left side of his forehead and the bottom right of his chin. His appearance is described to be profoundly majestic and dignified by Olivia

.
Akycha

She was a feral Murder Drone who lived down in the depths of Lizard-5753, in an underground office facility where she hid from the **Anti-Drone Sentinels** and scavenged body parts from their victims and adding them to herself. She managed to capture Nykolas Jecnob, Kristine , D and Y when they went to chase after Ruqen who had stolen the "key" to the secret elevator.

However, her attempts to salvage parts from Nykolas

and have the Sentinels close in on Y and a wounded Kristine were foiled by Hudd temporarily manifesting through Nykolas and using the K̶̨̤̤͉̳̆̈́̀͒͝ð̸̫͚̲̻͙͋̋͊͒̚ņ̴̜͎̜̟̃̋̅̏̏̕k̵̻̝͖̠̻̒͂́͐͒µ̷͕͉̳̺̫͂̈́̅̚͝å̷̦̬̱̰͛̈́̑̈́̽͜ to unlock the doors that kept the Sentinels out of her safety zone.

Ultimately, she was killed when she failed to close the door in time and her head was crushed underfoot by one of the Sentinels.

## Appearance

Akycha has neon orange eyes and dark reddish hair tied up into a ponytail. She also dons antlers that go over her hard hat, containing various items likely scavenged throughout the facility. She has a long, thin black tail with the tip of it curling around the handle of a kitchen knife.

Her left antler consists of various silverware, and her ID card all bounded by ropes on a pipe. Her right antler consists of a pipe similar to her left one, but now has a lightbulb attached to it. It also has a shard of glass hanging down, likely resembling a makeshift mirror. Akycha has a neon orange Murder Drone symbol on her chest.

**Gallery**

Akycha flicking on the lightbulb on her antlers.Akycha squatting on an office chair.Akycha holding an axe.
People (not humans)

These aliens are a type of mammal. They have two arms and two legs that are from People-888.

They have two eyes which sit gracefully in their sockets and can often make them appear to be withdrawn. Their eyesight is horrible.

Their huge mouths and lack of a visible nose often make these aliens appear to be cautious, but looks can be deceiving.

Their ears are small and stubby and their hearing is bad. They also have two stubby horns on their heels.

Their skin is very thin, but not very strong. It's covered short, curly hairs.

Their skin colors are mostly tan, brown, light orange and dark tan, which tend to become lighter as they age.

The males are usually more impulsive than their female counter part and their colors are lighter. The females, however, are usually the same in strength. There primary enemy is the Lizards.
Yibitanite

Yabitanite (or Yabitanitic acid) is a rare Liquid that It is also known for its high acidity, making it an important geological marker in acidic environments. The Lizards have intergraded it into the murder drones syringe tail.

## Yabitinite

### Cost to buy

Price: $9427.79

Structural formula↓

N

CO PE

Ne

He He

Xé

Yb

Hé

Yb

He

He

CHCO

Br

-Pu

Br-P-S

Br S-

NS-

N-Br

Au

AGAR

Br-N

Abu

Na

Br

Br

Au

Rh

-Eu

Yb

S-CI-Br

Br

Eu

Uuo

Uuop

CHP CI
Society of St. Michael

### Basic Info

* **Full Name:** Society of St. Michael
* **Latin Name:** Societas Sancti Michaeli
* **Abbreviation:** SSM

### Tradition

* **Denomination(s):**
	+ Anglican Communion
		- The Episcopal Church

### Membership

* **Gender:** Men
* **Office:** Deacon, Priest, Bishop
* **Women's Ordination:** No (Priest, Bishop)

### Website(s)

* **United States**
	+ **Main:** sanctimichaeli.org
Tuk,Alak

## Biology

Members of this species are humanoids and require high temperatures to live.

### Weaknesses

Things that are cold like liquid nitrogen and freezing places, like the arctic and meat lockers weakens them and knock the aliens into a coma. Some theories suggest their skin is only as thick as three sheets of paper stacked on top of one another.

## History

The alien agents are a race of conquerors bent on terraforming People-888 by disguising themselves as People (not humans) and building powerplants that emit green house gases in order to raise the Planets's temperatures to make it more like the aliens' own homeworld Neoneo

.
Lizard-597-B

Planet Lizard-597-B

Class Temperate marine terra with life

Life Organic multicellular (marine, terrestrial)

Diameter 15093.50 km (1.1845 D⊕)

Mass 1.942 M⊕

ESI 0.910

Apparent mag -14m08

Phase 0.531

Semimajor axis 5.34 AU

Orbital period 12.872 years

Rotation period 13h06m51.53s

Solar day 13h06m56.99s

Axial tilt 15°06′36.49"

Age 12.627•10⁹ years

Gravity 1.384 g

Seas composition H2O

Atmo composition N₂, O₂

Atmo pressure 0.854 atm

Temperature 27.729 °C

Greenhouse eff 210.66 °C

Number of moons 11 (Chip, Upsilon, Yivzar, Kutmoria, Cawr, Setvarion, Hiltamon, Libra, Hielo, Sheldon, Dunnova)

Flora (Beryl nuts, Chipson tree, Rotana plant)

Fauna (Plasma Spitter, Sea Elephant, Cukutara)

Main life forms Lizards, Murder drones (made by the Lizards),Upper moons

Biomes ↓

Pink Bamboo forest

Juan Swamp

Mountainous Grasslands

Nightlight Desert

Lizard Coral Forest

Nuka Desert
Star Laser

Star Laser as a weapon where the satellites of a Dyson swarm surrounding a sun act as a phased array laser emitter capable of delivering their energy to a planet-sized target at a range of millions of light years.
The laser could do anything from wiping out the atmosphere on the target planet to cracking the planet in half depending on the focus of the beam (a collimated beam would be the diameter of the Dyson sphere used to generate it, whereas a focused beam could be more concentrated). Other factors that could effect the beam’s intensity include the size and energy output of the sun surrounded by the Dyson Swarm, the efficiency of the swarm’s solar energy conversion, and the amount of time the laser was pointed at the target planet.

DiagramThe Lizards, an extraterrestrial race, are renowned for their ingenuity and advanced technological prowess. Hailing from the distant star system of Lizard-967, the Lizards have constructed a colossal Dyson Sphere known as Solarium. This artificial megastructure encapsulates their entire star, harnessing its energy on an unprecedented scale.

One of the most awe-inspiring features of the Lizards' Dyson Sphere is the Solar Beam Nexus, a colossal laser system integrated into the structure. This powerful weapon serves both defensive and offensive purposes, showcasing the Lizards' commitment to protecting their civilization and interests.

The Dyson Sphere's Solar Beam Nexus is composed of an intricate network of energy conduits and amplifiers that channel the star's immense power into a focused laser beam. This beam can be precisely directed towards potential threats or celestial targets, demonstrating the Lizards' mastery over harnessing stellar energy for strategic purposes.

The Solar Beam Nexus has become a symbol of the Lizards' technological dominance and deterrence in the vast expanse of Lizarian space. While primarily designed for defense, the Lizards' laser system is also capable of precision strikes when necessary, making it a formidable tool for maintaining order and safeguarding the interests of the Lizardian civilization across the cosmos.
Delta

Delta ( △?) is a major supporting antagonist of Lizard-Planets. He is a Upper moon affiliated with the K̶͔̱̪͖̲̄̌̅̈̓ð̸̨͇̙̹̑̾̑͛̕͜ñ̷͇̺̫̳̻̇̒̃̃͘k̵̛͚̘͙̮̃́̄̀͜µ̴̯͍͍͍͒͌͐̇͘͜å̷̛̤̙̬̣͎̅͆̿̕ Program, holding the highest position, **Rank One**

Nearly five centuries ago during the Trikelophon Period, Delta was a Lizard by the name of Tyler Yomikatsu a former Scientist, and the older twin brother of Nykolas Jecnob, the strongest Genderfluid Lizard that had ever existed.

Delta is also the ancestor of Olivia and Ushi.

## Appearance

Delta is a very tall man of muscular stature and pale skin complexion. He possesses long, spiky black hair with red tips that he keeps in a ponytail. His most notable feature is the three sets of eyes on his face with yellow irises and red flesh sclera that have black straight lines diverging from each iris. His middle set of eyes has A lizish word engraved in them while his other sets of eyes feature black pupils and a cracked pattern in the irises. Delta also has red markings resembling flames on the top left side of his forehead and the bottom right of his chin. His appearance is described to be profoundly majestic and dignified by Olivia.

Delta wears a purple-and-black hexagonal patterned kimono and black umanori-styled hakama pants tied with a white uwa-obi. He carries a fleshy katana at his waist that has eyes in the space between the tsuka ito wrapping of the handle of his sword. The tsuba and blade are shown to have eyes and veins. The scabbard is also fleshy in appearance.

As a Lizard, Delta's look was far from his Upper moon form, except for the amount of eyes, his eminent eyebrows, and less light skin. His eyes had dim purple irises and normal, white sclera as a Lizard

. As a child, he was normally seen wearing a white kimono as opposed to the purple-and-black patterned one he's seen wearing as an adult.
Elyria

In the vast expanse of the Lizard-133-97-B star system, an ethereal celestial jewel called Elyria reveals itself—a cloudy ocean moon that captivates all who gaze upon its mystical beauty. Enveloped in a shroud of billowing clouds, Elyria drifts in a delicate dance, orbiting its colossal gas giant parent with an otherworldly grace.

The allure of Elyria lies in its enigmatic atmosphere, cloaked in layers of mist and vaporous veils. Swirling clouds of pearlescent white and soft pastel hues enshroud the moon's surface, creating an ethereal tapestry that obscures the secrets that lie beneath. These celestial mists lend an air of mystery and intrigue to this captivating oceanic realm.

Beneath the cloudy celestial shroud, Elyria's vast oceans stretch like an endless expanse of liquid crystal. The waters, translucent and inviting, reflect the diffuse light that filters through the veiled atmosphere above. Waves ripple across the ocean's surface, their gentle undulations echoing the serene rhythm of the cosmos.

Elyria's underwater realm is a symphony of aquatic wonders. Elusive creatures, gracefully adapted to the moon's mysterious waters, glide through the depths with an otherworldly elegance. Bioluminescent organisms illuminate the liquid darkness, casting ethereal glows that shimmer and dance, illuminating the depths with a soft, enchanting radiance.

The moon's skies are a canvas of shifting mists and celestial wisps. Cloud formations, ever-changing and ephemeral, meander through the heavens, occasionally parting to unveil glimpses of distant stars. The diffused light filters through the cloudy canopy, casting a serene glow that bathes Elyria's surface in a tranquil luminescence.

Elyria's gravitational interplay with its gas giant companion, Lizard-133-97-B, shapes its watery world. Tidal forces ebb and flow, orchestrating a delicate balance that guides the moon's oceanic currents. Gentle surges and subtle tides shape the moon's shores, carving hidden coves and winding inlets, inviting explorers to delve into the mysteries that lay concealed within.

Observers from afar are captivated by the enchanting allure of Elyria, a cloudy ocean moon that beckons the curious and the dreamers. Its veiled beauty, whispered secrets, and mesmerizing waters invite intrepid explorers to immerse themselves in its captivating embrace. Elyria calls upon those who yearn for cosmic wonders to venture forth, to unveil the mysteries hidden beneath the celestial mist, and to experience the ethereal magic of this celestial sanctuary.

Statistics

Moon Elyria

Class Temperate superoceanic subaquaria

Lat/Lon (in image) 36°44'13.46" / 15°50'00.84"

Diameter 8325.23 km (0.65337 D⨁)

Mass 0.18853 M⨁

ESI 0.857

Apparent mag -21m22

Phase 0.853

Apparent size 28°57'18.08"

Semimajor axis 2388605.76 km

Orbital period 7.073 days

Rotation period 7.073 days (1:1)

Solar day 7.080 days

Axial tilt 0°00'00.00"

Age 21.222∙10⁶ years

Gravity 0.44163 g

Seas composition H₂O, SO₂

Atmo composition CO₂, C₂H₂, C₂H₄, N₂, CH₄

Atmo pressure 78.3 psi

Temperature 53.555 °F

Greenhouse eff 16.732 °F