recursal/Fanatic-Fandom huggingface dataset:
FIRST Level 0

**Level 0** is the 1st Level of the Backrooms and is most likely the first level you will encounter here.

# **Description:**

Apart from very rare instances; **Level 0** is very repetitive. Where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.

Although **Level 0** is mostly made up of randomly segmented rooms, hallways and flights of stairs; some cracks on the wallpaper can be found occasionally, showing that maybe people tried to escape this level. Most walls have outlets, crown mold or both. Sometimes cameras can rarely be found on the ceiling. You can also rarely find groups of rooms blood red instead of mono yellow. You can also find random rooms filled with decorations. You can also find jammed-shut fire exits. There are also some pitch-black rooms. And now and then you can hear whispers. It is by far the safest level. Beings can, in fact, be found lurking around here, albeit rarely. Due to they are usually lured out by hermits on the edge of **Level 0** or groups of people, it is extremely rare to see anything other than a hound or duller.

# **Colonies And Outposts**

There are no known colonies or outpost on this level. Because no person here has ever seen another person.

# **Entrances And Exits:**

###### Entrances

To Enter, It's really easy to get here. Just No-Clip into The Backrooms to get to **Level 0**.

###### Exits

To exit, it is very simple to leave. If you spend at least 4 days in this level, you will end up in Level 1. You can also go into some dark rooms, then end up on Level 1. If you wander long enough you can seemingly get to the Manila Room.

Written by: u/Deveyerr
FIRST Level 1

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

It is roughly the same as Level 0, with a few major differences.

# **Description:**

Exact descriptions of **Level 1** vary from person to person, some report to have seen gigantic "biomes" of terrain, while others have reported having seen huge expanses of grimy concrete filled with a low-flying fog. It seems that **Level 1** is completely random, or it appears different from person to person.

However, the most common "theme" in **Level 1** is similar to the mono-yellow design of Level 0. The key differences are concrete walls instead of wallpaper, tile floors instead of carpet, and dimmer fluorescent lights. Beings typically lurk at or above **Level 1**. Known beings on **Level 1** include Dullers, Adult Facelings, Hounds, and Skin-Stealers.

There are multiple ways of reaching **Level 1**. Like other levels, it can be reached randomly with stairs, elevators, and hallways, and one also has a small chance of landing here when no-clipping into the Backrooms. In addition, at any point, there's a chance the lights will begin to flicker on and off. Eventually the lights will turn off for minutes or hours at a time. While the lights are off, this level becomes very dangerous, so bring a light source if you're exploring.

# **Colonies And Outposts**

There are no known Colonies or Outpost on this level.

# **Entrances And Exits:**

###### Exits

You can leave **Level 1** by simply continuing to explore the Backrooms. **Level 1** usually leads to Level 2 or back to Level 0.

Author: u/ThePizzaEater1000
Level 7

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

It was first discovered by Reddit user u/Bart0nius. It poses a significant barrier to future exploration of Level 8 and further.

# **Description:**

**Level 7** is unique in that it is a vast expanse of water that appears to stretch on endlessly, making it a lifeless ocean. Like Level 6, it is pitch black. The screams of Level 6 are not present. The water is distilled, rather than being saltwater or regular freshwater.

Nobody thus far has truly explored **Level 7**, but what is currently known is that the first and potentially only "room" of **Level 7** is not flooded and has the usual fluorescent lighting. The room has a thin layer of water on the bottom, and is strangely skewed from the rest of the floor: the single door opens to show the surface of the water from a top-down perspective. The room is seemingly rotated horizontally, but gravity still works to keep one's feet on the floor in the first room. Upon entry, gravity switches to pulling one towards the water and is significantly stronger than regular gravity. The water has been reported to be "very cold" and it is generally not advised to enter it.

The floor of the ocean are mounds of rock and carpet sticking out from the Infinite Abyss, it is made up of carpet hardened by the thick layer of tar and bones above it. There are several skeletons, including several almost-humanoid figures and massive, toothy fish. Little else is known about the depths of the waters, aside from the extreme darkness and the endless expanse of tar and bones. There is a rumored Cave entrance in the mounds that leads to level 8.

In terms of Things, **Level 7** has only one reported one. Alone in the freezing waters, The Thing On Level 7 appears to have killed off any other life in the ocean. More information can be found here.

The current depth of **Level 7** is unknown by exact terms, but members of B.A.S has determined it to be impossibly deep architecturally wise.

# **Colonies And Outposts**

There are no known Colonies or Outpost on this level.

# **Entrances And Exits:**

###### Exits

The only two known exit is through an underwater exit shaped like a hole located somewhere in the carpeted ocean, which was discovered by u/Bart0nius and u/avolded, and this will lead to Level 8. A more practical way of exiting is through a double side door with the sign "no exit" glowing neon red that seems to be appears close to the only room on this level, it leads back to Level 4, although exact location is unknown.

Written by: u/Bart0nius, u/M654z
Level -∞

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

**Level -∞** is the ***~~-???th~~*** level of the Backrooms.

## Description

Level -∞ is the most weirdest level of the Backrooms. When a wanderer enters the level, he/she will find himself next to a old abandoned house in the middle of a forest. The house is made out of different kinds of woods, such as: oak, birch ect. The ground smells like the air does after a rain in The Frontrooms. The forest around the house seems to be endless. There are some theories that if you 1 mile in any direction, you will end up on Level ∞, but this wasn't yet been declaimed because if you go just 250 meters in any direction: The sky will turn pitch black, but light will still work the same way, and an undetermined entity will start running towards you and it's completely impossible to escape from it. If a wanderer enters the house, he'll find him/herself in an infinitely wide space:

#### The Whitemadness

The Whitemadness is a infinitely long, wide, and high place of Level -∞. Everything is pitch white, such as the ground, the sky and even your body. This place actually has topography, like: this place has hills, even mountains. This place actually The only thing of this level what you can see (but still completely white) is a tree on top of a hill. When a wanderer enters here the door behind him/her suddenly disappears. According to scientist of M.E.G declaimed that the air in that place is actually 50% Oxygen and 50% Nitrogen. There are some theories that if you cut down the tree: everything will turn black and a door will going to appear infront of you. No one actually knows where it leads to, but some people say that if you enter in it, you will eventually end up on Level 9223372036854775807. The wanderer can actually exit by jump off from the highest mountain in that place, you will noclip thought the ground and you will end up on Level 3.14.

## Colonies and Outposts

### M.E.G Base Vesca

Most of the time members of this base are willing to give you some almond water, food and offer you some time for rest

## Entrances and Exits

### Entrances

* Sitting on a red chair in a plane on Level ∞ will send you here.
* If you open "log\_0\_.exe" on the computer on The End, you will end up here.

### Exits

* Walk 1 mile in any direction into the forest and you will end up on Level ∞, but this exit is just hypothesised.
* Enter the door infront of you after cutting the tree down and you will end up on Level 9223372036854775807.
* Jump off from the highest mountain and you will end up on Level 3.14.
Level 4

**Level 4** is the 5th Level of the Backrooms.

It is the level where Almond Water can be found most frequently.

# **Description:**

**Level 4** resembles an empty office building, though it is almost completely devoid of furniture. Some rooms on this level have windows, though most of them have been completely blacked out. Any windows that have not been blacked out are considered traps and should be avoided at all costs.

**Level 4** is mostly devoid of entities. Hounds and Dullers are the only ones to have been observed. One person claimed they saw a Smiler, but no evidence exists. Because of this lack of beings, there are lots of people on **Level 4**. Scattered around this level, water coolers, vending machines, and fountains containing almond water can be found. **Level 4** is very easy to escape from (and also return to).

**Level 4** is the best place to meet other people and find supplies. Before attempting to move onto the next levels, you should stock up on almond water: you'll need it, especially in Level 5 and Level 6.

# **Colonies And Outposts**

There are no known Colonies or Outpost on this level.

# **Entrances And Exits:**

###### Entrances

There are many ways to reach this level. Some of the most known ways are To No-Clip into a wall in The Hub. You can also get here from Level 3 using the elevators.

###### Exits

**Level 4** has occasional exits that lead to Level 5 and Level 6. Most exits take the form of office-style stairways or occasional elevators that may even lead back to Level 3. As with almost all exits in the backrooms, once you lose a direct line of sight with it, it may disappear unexpectedly.
Level 11

**Level 11** is the 12th Level of The Backrooms, and this Level is an infinite city.

# **Description:**

**Level 11**, or "The City" is like Level 9, but instead of middle-class suburb houses, there are apartments, office buildings, hotels, hospitals, police departments, fire departments, motels, schools, train stations, anything you can find in an your average American city. People have reported that It seems to have aspects and landmarks of several well known cities, Including, but not limited too: New York, Chicago, Los Angeles, St. Louis, and Toronto. **Level 11** is also cluttered with parks, plazas, ice skating rinks, basket ball fields, and metro stations. There are also nuclear powers plants usually with 1 or 2 reactors scattered around **Level 11** and are usually 40,000 kilometers apart. Although **Level 11** seems stationary, intersections here are very common. For example, an exploration drone spotted the empire state building while observing surroundings. The drone was flown near the building but lost contact approximately 10 feet away. Facelings are extremely common, and can be found pretty much everywhere. **Level 11** seems to have an effect on both adult/child Facelings and even Hounds making them neutral towards travelers, and not only that, but the “effect” makes Facelings act as ordinary human beings. Death Moths, Crawlers, Observers and Smilers are rarely seen here, although the “effect” doesn’t work on them. WiFi is also very common here. Names consist of letters and numbers with no pattern such as: "F505F0\_5G". Almond Water can be found pretty much everywhere in **Level 11**, ranging from water fountains, commercial freezers, and soda vending machines. If you’re looking for night vision goggles, first aid kits, or packs of almond water, visit a store in **Level 11**.

This Level was discovered when footage has been caught on tape by drones that later disconnected.

# **Colonies And Outposts**

There are no known Colonies or Outpost on this level.

# **Entrances And Exits:**

To Enter, **Level 11** can be accessed through Level 9 by wandering 100 to 200 miles (161-322 km) or traveling in The Metro. When entering **Level 11** through Level 9, it is noticeable that the surroundings seem to slowly change. To Exit, If you have just entered **Level 11** from Level 9 and you want to leave, walk back 100 to 200 kilometers in the opposite direction you were heading. If you entered from The Metro, get back on the train and it should take you to The Metro once it leaves. Depending on which building you walk into, you can end up in levels ranging from Level 0 to Level 6. If you stare at the sky for 4-726 minutes (12 hours), it is reported that you can reach Level 24. There is also reported to be a certain blue building that can take you Level 23. Hailing a cab and getting in will drive you to Level 30 or Level 32, or finding a stadium-like building with a sign saying "WaterWorld", enter the building to take you to Level 43.

Author: u/Nerdykiddo4884
Season 2 - Episode 7

* English
* Spanish

## Characters in the Episode

* Kristal
* Marcus
* Nina

* Aiden
* Ally
* Connor
* Hunter
* James
* Riya
* Rosa María
* Tess (eliminated)

"**Not As Easy As It Seems**" is the seventh episode from Disventure Camp (Season 2). It premiered on December 15, 2022.

## How the episode goes

* Lake, Riya and Rosa María invaded the monitors' tent where the personal objects of the contestants are kept.
	+ Riya takes back her perfume given as a gift by Connor.
	+ Lake finds a red wig and replaces the old one with it.
* The day's challenge has been divided into three stages.
* First stage:
	+ Dodgeball, divided into Team A (Hunter, James, Lake and Riya) and Team B (Aiden, Ally, Rosa María and Tess).
		- But the balls ran out of air (because Kristal inflated them incorrectly), so since Team A had 4 members and Team B only 1, Team A won by default (which seemed unfair to Tess "The only one left of the Team B").
* Second stage:
	+ The campers must use duel sticks to knock down the other participants (Hunter VS Lake and James VS Riya).
		- But the logs were loose (because Kristal placed them wrong) which caused James and Riya to fall and this gave the victory to Hunter and Lake.
* Third stage:
	+ Hunter and Lake have to run along a obstacle course while avoiding golf balls shoot by Kristal from a cannon and the end of the track they must find some rings and throw them at a totem pole and the first to hang a ring to the totem win the challenge and the immunity.
		- But the cannon started to fail so Kristal hit it and started shooting just more balls, faster and harder (which Kristal liked) but the cannon's broken and stopped shooting, so Hunter and Lake so were able to make it to the end and start to throw the rings to the totem pole, Lake managed to throw a ring but the cannon managed to shoot one last ball which caused the ring to fall and this allowed Hunter to throw a ring and win.
* Aiden talks with Lake about James.
* Lake, Riya, Rosa Maria, Aiden and James agree to voted off one of the people from the trio of Hunter, Ally and Tess.
* Tess gets eliminated.

## Story

Kristal did a mediocre job putting together a series of aquatic challenges. Many campers got hurt, wet, and hurt again. In the end, Hunter beat Lake, winning immunity for himself. However, his alliance became the main target and Tess was voted out, but not before having an emotional goodbye with Hunter and Ally.

## Credits

### Creators and Producers

* Jared Madrigal
* Robert Castellanos

### Script

* Jared Madrigal
* Diego Cardona (Carazar Zone)

### Animation Crew

* Jared Madrigal
* Robert Castellanos

### Audio Editors

* Sunsitoo
* Julian Alfon

### Voice Actors

* Brandon\_Belc (Aiden)
* Valentina Velasco (CasaNoah) (Ally)
* Michael Kim (Connor and Oliver)
* James Enwright (Hunter)
* Jose Luis Badalt (James)
* Julio Aquino (Kai)
* Anna Linehan (Karol)
* Poulette R F (Kristal)
* Daiannie Vera (Maggy and Nina)
* Azalea22 (Lake and Tess)
* Scott Phantasm (Marcus)
* Nympha Mariposa (Riya)
* Jeny Cano Mirazo (Rosa María)
* Michael Horowitz (Yul)

## Elimination Ceremony

 Tess (4 votes)
 James (3 votes)
 Ally (1 vote)
 VOTED OUT:Tess
Bacteria

**Bacteria (known as Life Form or Howler) is a entity or a group of entities that seem to inhabit the Backrooms. They are the Class 6 in entity hazard which I extremely dangerous towards humans and other entities.**

**Bacteria is rarely encountered in some levels but more common in Level 0.**

Appearance: **Bacteria take the appearance of a black skeletal structure that has wire like material that has long sharp teeth in the center of its mouth.**

Discovery: **Bacteria was discovered when a researcher saw a black figure stalking them an then ran before caught by the entity.**

Habitats: **Bacteria is uncommon in a lot if levels but very commonly encountered in Level 0, Level 3, Level 0.1, Level!, and Level! -!.**
Level 645

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**

## Description

Level 645 is decently big abandoned house. The house has many windows, broken windows, broken glass on the floor, and many more broken things. The most broken thing would probably be the wood, the wood is oak and it has no special properties but the wood is not hollow meaning there is no electricity or plumbing inside the wall or inside the house. The house sits on a field with dead bushes, few trees, and lots of dirt and few grass vegetation can be found. The field is blank and well… empty.

## Entities

The only known entities on this level are Windows, Death Moths, and Death Rats.

## Entrances and Exits

### Entrances

* Eat a hotdog in Level 32 and find the house behind the arcade. If you don't eat the hotdog you will be in a random level.
* Find a wooden wall in Level 0 and no-clip through it to end up in this level.

### Exits

* Find a red door with a exclamation mark on it inside the abandoned house, the door will be pretty broken. Go through it to be in Level !.
Level 0.02

**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**
Level **0.02** is a Sub-Level of Level 0

## Description

Level 0.02 is just like Level 0 but it just looks a little odd. Everything is oddly placed and is a little more confusing than other levels in the backrooms. The Place looks like someone remodeled **Level 0** but the catch was the Hounds actually recreated it. This place is also known for its treasure/loot. There are uncommonly some Almond Water and Liquid Suffer lying around in areas but it is advised not to touch, nor go near it as it might harm you. The Entities are hostile and can harm you by a lot, soit is not advised to attempt to communicate or to go near one. There will also rarely be Moth Jelly it but is rarely expired so make sure to check it before consuming. The floor is instead a hard floor instead of carpet and the walls have no wallpaper, they are just concrete walls that stretch on to infinity just like Level 0. The lights will be bright white and there is not buzzing apparently, so its just like normal lights like from The Frontrooms. There are plugs and rarely connect you to the internet if one’s item is being charged.

.

## The Darkness

So the event can happen very rarely so anyways what happens is that the lights will start to flicker on and off very fast just like Level 0.7 but instead of exploding, the lights will turn off leaving the wanderer in complete darkness. It will most likely lead to the wanderer to get eaten by entities. At that time flashlights will start to spawn with an undetermined answer to where they even come from. After 5-20 minutes the lights will turn back on, and any flashlight grabbed by a wanderer will automatically vanish like nothing happened.

## Entities

There are Hounds, Death Moths, Smilers, and more entities lurking around. Some believe that they are the ones who put the flashlights around, but it hasn't been confirmed. They are commonly hostile and rarely friendly. Make sure you bring some Almond Water and arm yourself just in case these entities break out.

## Entrances and Exits

### Entrances

* In Level 0 find a orange door labeled "Entrance" on it, entering it will bring you here.
* If you reach 12,500 miles into Level 0.01 and you lost enough of your sanity, you will encounter a 6-foot-tall door that has sharp, yellow teeth. Entering this door will send you here, but If you look away from the door, it will immediately disappear.
* In Level 1 find a picture of **Level 0.02** and destroy it, you will end up here as your punishment.

### Exits

* Noclipping into a wall has a 10% chance to bring you to any Sub-Level in Level 0, but there is a 90% chance it will do nothing.
* Find a blue door and noclip into it, you will end up at Level 0.03
* Finding a "EXIT" door that is red will bring you to Level 0.01
* Nocliping into the ground has a low chance to send you to Level !-!
* *Find our arcade machine and noclip into it you will know what to do.*
Level 2

**Level 2** is the 3rd Level of the Backrooms, and the last one you could feasibly start out in.

# **Description:**

   **Level 2** consists of millions of miles of industrial maintenance tunnels, gray floors and concrete walls adorned with locked doors containing pitch-black windows, ventilation ducts with odd noises coming from them, and pipes that contain viscous black fluid. Occasionally, you can find computers and rooms.

Most of the time, the noises in the vents are caused by Crawlers, one of the Beings you can find on **Level 2**. You can also find Mark in employee bathrooms on this level. Other beings here include Smilers, Child Facelings, Clumps, Hounds, male Deathmoths, Insanities, Bursters, and Skin-Stealers. If you come into contact with any being in this level, your only choice is to run in the opposite direction, as they become hostile on sight here. If your in a group and you encounter a being, you can attempt to kill it. One of the beings is seen on the photo to the right. It is thought to be one of the lesser hostile beings.

The hum-buzz of electric lighting is much stronger than Level 0 or Level 1. In some areas in **Level 2**, the heat can become unbearable, reaching 43°C (110°F) or higher, so taking water with you is advised. This level can be claustrophobic due to the tightness of the tunnels 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 can prove to be beneficial.

# **Colonies And Outposts**

There are no known Colonies or Outpost on this level.

# **Entrances And Exits:**

###### Entrances

To Enter, simply explore Level 1, and you will randomly end up here.

###### Exits

To Exit, Contrary to popular belief, not all of the doors on **Level 2** are locked. You can go through some of them to go to Level 3 and Level 4

A 50% chance that you'll be sent to Level You Cheated or Level !-!

Written by: u/M654z
Level 0.〽️

**Author's Notice:** If there is anything wrong with this level tell me and I will fix it. Also do not move this level to another number, please. Btw this level is not a joke. Also if you see any grammar errors please fix them as my grammar sucks.

> This place just gets weirder and weirder...
>
> Unknown

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities**
**Level 0.〽️** is a sub-level inside Level 0.

## 🍔Description 🍟

A photo of the entrance to this level.

This level is one of the smallest levels in the backrooms, it consists of the interior of a McDonald's restaurant, with the normal chairs and tables. The walls, ceiling, and floor are the same as Level 0. There are normal posters on the walls and leftovers can be found on the tables however some are not safe to eat as they might be rotten even if it doesn't show any signs.

Wanderers can order by screaming the name of items they want (They have to be normal McDonald's food) and the food ordered will appear on one of the tables. The food does not appear to cause any harmful side effects but will make the person happier after the meal is done.

Unlike Level 0 wanderers can meet in this level. Technology will break while in the level but will instantly be repaired when exiting the level, somehow the screens displaying the menu still work.

Uploaded ???/???/???

This is already becoming stupid, I can't believe I found a McDonald's in the backrooms. Out of all places a McDonald's?! This is just dumb. The more we discover about the backrooms the more its mystery and creepiness dies. I am leaving this note for any wanderers who happen to stumble upon this little level you may use this level as a spark of hope, a small paradise in this desolate plain. I chose to leave... the backrooms were supposed to be dangerous.

- *Unknown*
## 🍔 Colonies and Outposts 🍟

None have been made due to the level's small size.

## 🍔 Entrances and Exits 🍟

### 🍔 Entrances 🍟

This level can be found somewhere in Level 0.

### 🍔 Exits 🍟

Leaving through where you came from leads to Level 0.
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 wheat field with a straight going unpaved dirt road. In the wheat fields you can find pockets of almond water. There are reports about the anonymous person who took this photo came from The Hub, but the user never came back to The Hub for unknown reasons.

# **Colonies And Outposts**

There are no known Colonies or Outpost on this level

# **The Notes:**

The photo was retrieved from a camera found in Level 5, alongside four notes. Here they are.

“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 in to 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 Level 1.5 is unknown.

# **Entrances And Exits:**

You can get here from the Debug Room. It is unclear how to leave.

Written by: u/Hertz3241, u/66.243.217.90
Level 9

**Level 9** is the 10th Level of The Backrooms, it seems to be an infinite Suburban Area.

# **Description:**

**Level 9** is a very dark level, like Level 6, with almost the same amount of insanity-inducing effects on the mind. **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 Level 8 and **Level 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:**

This was a post made by "u/Bart0nius" after he fell through the floor on Level 8. Here is what it reads:

"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."

# **Entrances And Exits:**

To Enter, you can fall through the floor randomly in Level 8 to get here. To exit, you can travel 100-200 miles you can enter Level 11.

Author: u/Bart0nius
Isinglano

**Isinglano -** Zamieszkany, pomimo bardzo niebezpiecznych warunków pogodowych, odłam kontynentu na południowo-zachodnim zakątku Angwaram. Rodzinny dom Morgatha i jego krewnych.

## Historia

Isinglano nie od zawsze było osadą. Przed jej znaczną urbanizacją i rozwojem, była to kolonia karna przynależąca do upadłego już państwa Faravan. Najczęściej zsyłano tam najbardziej niebezpiecznych przestępców lecz i tych, którzy próbowali przeciwstawić się coraz bardziej zuchwalszym opresjom i terrorem władzy. Wszystkie kontrowersje, zamknięte za drzwiami rozprawy były ściśle pilnowane i nie pozwalano przecisnąć się ani jednej, nawet najmniejszej plotce która mogłaby postawić Faravan w stanie wojny z prężnie rozwijającym się Niezależnym Miastem Borth (dawna nazwa Rebeliaris).
Level -9223372036854775807

**AUTHOR'S NOTICE**: You can enter your entrances at this level. Also, I am taking feedback so please comment on what to improve. I am trying my best to try and ensure that it is as good as Level 9223372036854775807.

**Survival Difficulty: Class 1e - Environmental**
**》Safe**
**》Secure**
**》Minimal Non-Entity Hazards**
**Level -9223372036854775807** is the 9223372036854775808th negative level of the Backrooms, also commonly referred to as "The Newest Level"

## Description

**Level -9223372036854775807** starts in the first zone. The first zone is a seemingly infinitely large space made up of concrete walls, fiber ceiling tiles, and a dark blue carpet, with the entire level being brightly lit by an unknown source. The walls seem to be bent from far but coming close to the wall will cause the wall to go to its original state. Each room might have furniture such as house lamps and tables, some of it noclipping inside walls and/or immovable and stuck floating in the area, facing upwards.

Deeper into the level is the second zone. Parts of the level will slowly be replaced with a glitch-like substance as a wanderer enters from the first zone to the second until everything in the level becomes covered with the substance, being both in a state of solid and liquid, making falling through the floor possible. This area of the level has furniture floating around similar to the first zone except they are coated with the same glitchy substance and touching them causes it to glitch and distort even more and will then either cause it to explode or disappear.

   The second part of the level.

After a while of exploration in the second zone, every pathway shall lead to the last and final zone of the level. The level will completely stop with only the glitchy floor to stand on. The sky is completely dark and there is nowhere to go from here but jumping into the pit of darkness.

## Entrances And Exits

### Entrances

* Commonly, finding a TV in The Middle and pushing the "NULL" or "NEGATIVITY" button will send you here.
* You can enter from Level -1000 by jumping inside a hole of time and space.
* Noclipping in Level -9223372036854775806 will send you here.

### Exits

* Falling into the pit will send you to Level -9223372036854775808
Rodowód magii Wiki

**Witamy na Rodowód magii Wiki!**
Personalny fandom pod rozwój mojego własnego projektu i zbiorowisko postaci z kampanii w Dungeons & Dragons, w których biorę udział

## Ważne artykuły

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* Zasady tej wiki
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Viktor Shirley (Uniwersum)

## Historia

Viktor urodził się 3 kwietnia 1641 roku w rodzinie Shirleyów, dopiero co wchodzących w arystokracki świat. Jeremy Shirley czyli dziadek Viktora, wżenił się w zamożną rodzinę, która miała w swym posiadaniu fabryczną część Rebeliaris. Teodora Ralis była kobietą niezwykle urodziwą ale i dość wymagającą względem charakteru.
Season 2 - Episode 11

* English
* Spanish

## Characters in the Episode

* Kristal
* Marcus
* Nina
* Oliver

* Aiden
* Hunter (eliminated)
* James
* Riya

"**Rotten Fruit**" is the eleventh episode from Disventure Camp (Season 2). It premiered on March 8, 2023.

## Credits

### Creators and Producers

* Jared Madrigal
* Robert Castellanos

### Script

* Jared Madrigal
* Diego Cardona (Carazar Zone)

### Animation Crew

* Jared Madrigal
* Robert Castellanos

### Audio Editors

* Sunsitoo
* Julian Alfon

### Voice Actors

* Brandon\_Belc (Aiden)
* Ale Espinoza (Ally)
* Michael Kim (Connor and Oliver)
* James Enwright (Hunter)
* Jose Luis Badalt (James)
* Julio Aquino (Kai)
* Anna Linehan (Karol)
* Poulette R F (Kristal)
* Daiannie Vera (Maggy and Nina)
* Azalea22 (Lake and Tess)
* Scott Phantasm (Marcus)
* Nympha Mariposa (Riya)
* Jeny Cano Mirazo (Rosa María)
* Michael Horowitz (Yul)

## Elimination Ceremony

 VOTED OUT:Hunter
Vekhor

Vekhor w 1512 DR

## Historia

### Narodziny i pierwsza kampania

Narodził się na przełomie 1467/68 DR, jako czwarte i ostatnie dziecię drakonów Netha i Scythy. Mając parę miesięcy został oddany przez swoją matkę do klasztoru mnichów, celem tego była ochrona dziecięcego Vekhora przed obłędem jego ojca. W klasztorze dorastał do 1486 DR pod okiem Tabaxiego zwanego Takemichim i w towarzystwie paru innych osób do których zaliczali się między innymi Morax czy Yakoma. Rówieśniczka Vekhora była zarówno rywalką jak i obiektem dziecięcego zauroczenia a z czasem już faktyczną miłością życia.

Klasztor opuścił w wieku dwudziestu bądź dwudziestu jeden lat. Nie mógł dłużej trzymać swojej chęci odkrycia prawdy w sprawie swojego powiązania, jednak nie spotkał się z próbami porzucenia owej idei, a zachęcaniem do niej. Szybko sprzymierzył się z dwójką pewnych podróżników, obydwoje wyznających bóstwo natury Silvanusa. Sam Vekhor nie wyznawał wówczas bóstwa.

### Srebrna Melancholia

Vekhor budzi się w 1598 DR. Utraciwszy pamięć z dawnej przeszłości zostaje w wiosce rybackiej na dwa lata. Przeznaczenie jednak po raz kolejny domaga się by Vekhor zareagował w świecie Faerun.
Lazarius Stormbringer

Zebranie Rady Isinglano

## Opis

Lazarius Stormbringer jest pół-smokiem, wyspecjalizowanym w badaniach i organizowaniu ekspedycji. Jest również czarownikiem, który dzięki swemu rodowowi antycznego smoka burzy, Rayofirixa, może posługiwać się magią sztormu.

## Relacje

### Morgath

Ojca z synem łączy bardzo ciężka relacja, pełna przemocy i wzajemnej waśni.
Doktryny Kronik Angwaram

## Założenia

### Selidor

* Pierworodny nurt doktryny Selidoru opierał się na podobnych założeniach co transhumanizm, lecz w tym przypadku "szczytem" ewolucji było stanie się całkowite zjednoczonym z energią magiczną, otaczającą ten świat.
* Jeden z poprzednich arcymagów, jeszcze przed Kharotem, odrzucił tę doktrynę, twierdząc, że zawierała ona bardzo "gorszący" wpływ na młode umysły. Zaproponował więc własną doktrynę, używanej do dzisiaj, którego założeniami jest to, że magię można w znacznym stopniu wykorzystać do rozwoju technologicznego, co zostało podłapane przez ludy, z innych państw.

### Rebeliaris

* Miasto to posiada dwie doktryny, jedną religijną zaś drugą filozoficzną. Obie opierają się o postać Patriarchy.
* Doktryna religijna przedstawia Patriarchę jako istotę idealną. Patriarcha jest prezentowany jako młody mężczyzna.
Davien Ravenheart (Uniwersum)

## Opis

Davien Ravenheart jest młodym, trzydziesto-jedno letnim pół-elfem o dość wyrafinowanym podejściu do życia. Nie bawią go zbrojenia militarne czy spiski państwowe, cieszy go natomiast sprawianie przyjemności ludziom wystawianą przez niego sztuką. Posiada w sobie magię, jednak absolutnie z niej nie korzysta, twierdząc że jest ona używana tylko dla krwawego rozwiązywania konfliktów.

## Historia

Davien przyszedł na świat 18 czerwca 1692 roku, na wyspie Vaaran - jednej z dopiero powstałych w tamtych latach kolonii na zbiorze wysp, które obecnie zyskało miano Elfiego Archipelagu.

## Relacje

### Gurin

Pół-elf poznał Gurina w trakcie jednej ze sztuk, zaprezentowanego mu przez Viktora. Sam pół-smok sceptycznie podchodzi do tej znajomości, jednak nie uważa on pół-elfa za zagrożenie i w ograniczonym stopniu mu ufa.

### Viktor Shirley

Pół-elf zna Viktora najdłużej bo od praktycznie 13 lat, to starzec zapewnił młodemu pół-elfowi środki na budowę teatru. Choć dzieli ich praktycznie wszystko, to rozwodnik lubi uczęszczać na wystawiane sztuki w teatrze imienia pół-elfa. Ma pojęcie o negatywnej relacji Viktora i Ghagladosa, jednak sam się w ten konflikt nie angażuje.

## Ciekawostki

- Choć jest młodym pół-elfem, bo mającym dopiero 31 lat, to w mieście Rebeliaris zdołał osiągnąć już spory wpływ związany ze strefą rozrywkową. Otworzył własny teatr, do którego regularnie uczęszczają takie elity jak sam Ghaglados czy Viktor Shirley. Na samym teatrze nie planuje on jednak poprzestać i zamierza jeszcze bardziej zakorzenić swe wpływy w tej strefie.

- Pomimo posiadania możliwości magicznych, jest pacyfistą.

- Wypłynął z Vaaran w wieku 15 lat, gdy odrzucił on możliwość lekcji w Akademii Selidoru pod okiem Kharota, ludzkiego arcymaga. Doprowadziło to do jego wydziedziczenia i wstydu nałożonego na niego, którą się nie przejmuje.

## Cytaty

*"Viktorze! Życie nie polega na samym prowadzeniu konfliktów. Ludziom brakuje czegoś, co na chwilę pozwoli im choć zapomnieć o troskach i tym, że świat to wyjątkowo depresyjne miejsce. Dlatego otworzyłem ten Teatr. By nieść ludziom i innym rasom radość."*
Kuźnia Żaru

## Opis

Kuźnia żaru jest pierwszym z wielu budynków kompleksu zbrojowego Miasta Popielnej Marchii. To tutaj najczęściej można spotkać pracującego w pocie czoła, Ralakosha, który zafascynowany dostępnością broni palnej w Angwaralm, zaczął się uczyć jej historii i tego jak można ją produkować. Wyposażony w stalowy piec hutniczy, kowadła czy stoły, na których leżą niekompletne lub uszkodzone karabiny. Kuźnia żaru jest również sklepem i domem dla kociego rzemieślnika.
Rebeliaris

## Historia

Rebeliaris to miasto dla tych, którzy chcą zakosztować luksusów i ekstrawagancji. Choć z pozoru miasto wydaje się być całkowicie normalne, w rzeczywistości istnieje trójka mężczyzn, którzy posiedli w swych rękach władzę nad konkretnymi sektorami które rządzą tym miejscem. Są to; Davien Ravenheart który dopiero co rozpoczyna kontrolę nad sektorem rozrywkowym, Victor Shirley którzy posiadł niemały wpływ na handel i możliwości gospodarcze czy ostatecznie mężczyzna o obcym imieniu, bardziej rozpoznawalnego jako "Biały Marionetkarz". Tytuł został nadany przez fakt, że ma spory wpływ na decyzje podejmowane przez władze tego demokratycznego miasta.

## Gospodarka

Głównym oparciem działającego handlu w mieście Rebeliaris jest wolny rynek. Odpowiednie reguły i odprowadzany co kwartał podatek w wysokości 16% od tego co łącznie zarobi przez 3 miesiące każdy obywatel miasta, jest według mieszkańców (71,3%) uznawany za dobry. 8,7% mieszkańców uważa że system można zmienić nakładając mniejszy, kwartalny podatek. Pozostałe 20% nie potrafiło się określić. Nie ma jednak idealnego państwa i Rebeliaris boryka się z problemem nielegalnego przemytu jako źródłem dodatkowego dorobku.
Gildia Popielnej Gwiazdy

Popielna Gwiazda przez okres osiemdziesięciu lat ulegała mniejszym lub bardziej znaczącym zmianom. Począwszy od tego jak ma wyglądać zwierzchnictwo, przez nacisk na politykę czy w ostateczności na samej sile militarnej kończąc, co doprowadziło do tego, że Popielna Gwiazda od dawna nie jest kojarzone z Gildią, a bardziej z prywatną armią niezależnego miasta, założonego przez Ralakosha.

## Militaria

Wojska Popielnej Gwiazdy to zróżnicowane rasowo oddziały, które zaczęły powstawać po pół-rakshasy. Nie jest to najliczebniejsza w Faerûn armia, ale nadrabia to innymi atutami, wynikającymi z wykorzystania w maksimum zdolności rasowych każdego oddziału.

## Kolektyw Popielnej Gwiazdy

### Ralakosh

Pół-Rakshasa znalazł się w świecie Angwaralm, przyuważonym przez osobnika z którym Ralakosh dokonał pewnej umowy.

Główny założyciel gildii i w okresie 1514-1534 DR również Generał Popielnej Gwiazdy. Po odrodzeniu w Angwaralm i uzyskaniu paktu z pewnym mężczyzną, założył tam tą samą organizacje działającą na bardzo zbliżonych zasadach.

### Ashley Iceheart

Pół-elfka. Dowódczyni oddziału zwiadowczego. Prywatnie przyjaciółka Rek'Savala.

### Savir

Rakshasa, jeden z doradców Kolektywu Popielnej Gwiazdy i główny zarządca finansami Gildii.

## Popielna Marchia

### Dzielnica Główna

* Dostępna w górnej części miasta, oddzielona wzmocnionym murem z obsadzonymi na niej armatami krasnoludzkiego rzemiosła.
* Dzielnica Główna stanowi trzon, na której opiera się funkcjonowanie całego miasta. To tutaj swą siedzibę ma znacznie rozbudowana przez lata Gildia Popielnej Gwiazdy, chociaż przez samą rozbudowę ciężko określać je już mianem gildii, a bardziej bazą Popielnej Gwiazdy, gdzie można zaciągnąć się do ich osobliwej armii. Tutaj również mieścił się dom Ralakosha i jego dzieci, obecnie jednak jest on użytkowany jako muzeum z odpowiednio zabezpieczonymi eksponatami.

### Dzielnica Handlowa

* Mieszcząca się w dolnej części miasta dzielnica, jest pierwszą dostępną dla nowoprzybyłych. W głównej mierze dostępna jest tutaj żywność i ubrania.
Kroniki Angwaram

## Część 3: Klasy

### Magowie z Selidoru

*Umiejętność klasowa: Magowie pochodzący lub wytrenowani z Selidoru otrzymują za darmo dostęp do drugiego kręgu zaklęć.*

### Rycerze Popielnej Marchii

*Umiejętność Klasowa: Rycerze zyskują ułatwienie na walkę w terenach górskich bądź wulkanicznych.*

### Upiory Popiołów

*Umiejętność klasowa: Możesz w jednym z dowolnych rejonów świata angwaram założyć początkującą siatkę szpiegowską.*

### Łowcy Isinglano

*Umiejętność klasowa: Omijają Cię negatywne bonusy związane z walką dalekosiężną w terenach śnieżnych.*

### Konstruktorzy

*Umiejętność klasowa: Potrafisz wytworzyć z podstawowych materiałów (drewno, kamień, prosty metal) broń, tarczę lub zbroję ponad przeciętnej jakości.*

## Świat przedstawiony

Akcja dzieje się w XVIII wieku, w epoce oświecenia. Zarówno ludzkość jak i inne rasy gwałtownie zaczęły się rozwijać pod względem technologicznym, a to za sprawą odkrycia niezwykłego rodzaju złoża jakim są Angwarańskie Kryształy.
Chronologia Drużyny Smugola

## Rok 2018

* 28 czerwca tego roku powstaje serwer discorda, który w przyszłości doświadczy więcej emocji i dramaturgii niż amerykański żołnierz na plaży Omaha
* Tego samego dnia, na łazarskim rejonie puszczone samopas zostają furrasy, Tony i Zold.
* 1 lipca dwutysięcznego osiemnastego roku na serwer wbija największy ułom, który dokona wielokrotnego rozłamu serwera, wywoła wojnę z kapciami i ogólnie nasra smugolowi na wycieraczkę.
* Niecały miesiąc później na serwer dołącza najpotężniejszy z panów, człowiek o tak skurwiałym charakterze że Lucyfer, Belzebub i inne znane osobistości srają pod siebie ze strachu. Człowiek ten nazywa się Crowley i swą obecnością zadrży fundamentami świata.

## 2019

* Quint bawi się w króla Salomona i w słowach swej mądrości zbiera po raz pierwszy agro od Crowleya i Tonego by podzielili się Diablicą po połowie (XD)
Kioth

## Historia

### Życie w Cormyrze

Do Cormyru nie trafił przypadkiem. W ramach awansu w hierarchii zakonu tyra, opat Avaranthus z Neverwinter gdzie pomieszkiwał, polecił mu udać się do Suzail i tam odnaleźć opata kościoła Illmatera. Nie wiedział jednak, że przez podróż w prostej sprawie, jego życie stanie w płomieniach szaleństwa.

## Wygląd

### Humanoidalna forma

Przypomina pół-smoka, mierzącego metr i dziewięćdziesiąt sześć centymetrów. Posiada dość dobrze zbudowane ciało, pokryte trzema barwami łusek; czarnymi, białymi i rzadziej występującymi czerwonymi. Posiada białe włosy, które spiął w parę warkoczy, opadających na plecy i przód klatki piersiowej. Posiada fioletowy kolor tęczówek. W czasie przygód w Cormyrze, na prawym złączeniu ramienia i barka, towarzyszy mu znamię prezentujące przekleństwo Rakdosa które na nim ciąży.

Nosi na sobie kolczugę, z ładnie ozdobionym złotymi niciami płaszczem z symbolem Tyra. Na plecach dostrzec można również trójząb i tarczę, których smok używa do walki.

## Ciekawostki

* Zginął w 812 DR podczas bitwy z Rakdosem - konsekwencją tego było utracenie części mocy; skrzydeł i zmiennokształtności.
Level Dream

For Level Dreamworld, click here.

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count****Level Dream** is the [UNKNOWN] level of the Backrooms.

## Description

**Level Dream** was discovered by an anonymous person from the M.E.G. It was discovered by accidentally noclipping inside of one of the chairs in Level 68.

**Level Dream** is a space resembling where the figure has noclipped into the Backrooms. It is named this way due to the alterations, almost like a dream. It is not considered a trap level, as it is altered enough to let the figure know that it is not their exit. The common alterations include dents in walls, holes in the floor, and connected bricks. The holes and dents in walls (If you can fit inside of the dent) will transport you to The End, Level 0, or if lucky will lead you to Level 9223372036854775807.

There are zero lights that can be present in **Level Dream**, even if the room originally had lights present. If you were in a building, the full building will be present but there will be no normal exit doors. The exit doors will instead lead you to more altered versions of **Level Dream** that will never be the same, until it is altered enough that every exit door will lead to The Void. The only way to not go to the Void is go back through your entrance. If your location was outside, the same altered versions will keep appearing through any door, or outside of your vision. (ex. behind a building)

You can find Almond Water, Liquid Pain, and any food that was there inside of any mini fridge, fridge, or cooler. Any pantry will be empty, along with cabinets.

## Entities

Zero entities will be found if you are inside of the location you started up in. Any Windows will not be dangerous until you leave through a exit door, where the altered versions will hold entities. You will usually be safe through the next 2-5 exits. After that, the only entities present will be Windows, Hounds, and very rarely Facelings that depict people who were located inside of the building. They will act like the regular person, which will mostly be friendly. The witnesses of noclipping will be the most friendly. God save you if you were being chased at the time of entering the Backrooms. All windows will be depicted as black and white.

## Colonies and Outposts

Due to the easiness to get lost, there are no colonies or outposts.

## Entrances and Exits

**Entrances**

* Noclipping through a randomly picked chair in Level 68 will take you here. If you end up back in Level 68 picking the same chair or the ones behind, in front, or next to it will not allow you to enter.
* Going to Level 6 and noclipping through rarely seen pillars will take you here.

**Exits**

* The exits will be typically found by heading in any diagonal direction. After going through at-least 10 altered versions, you should attempt to find any new metallic-looking surfaces. Noclipping into the surface will supposedly lead you to any level in Cluster II.
* If you find a colored window, open it. This will lead to Level 11. Very rarely this will lead to Level 522